301 lines
11 KiB
GLSL
301 lines
11 KiB
GLSL
/*******************************************************************************************
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*
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* rPBR [shader] - Physically based rendering fragment shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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#define MAX_REFLECTION_LOD 4.0
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#define MAX_DEPTH_LAYER 20
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#define MIN_DEPTH_LAYER 10
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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struct MaterialProperty {
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vec3 color;
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int useSampler;
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sampler2D sampler;
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};
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 target;
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vec4 color;
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};
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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in vec3 fragTangent;
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in vec3 fragBinormal;
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// Input material values
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uniform MaterialProperty albedo;
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uniform MaterialProperty normals;
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uniform MaterialProperty metalness;
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uniform MaterialProperty roughness;
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uniform MaterialProperty occlusion;
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uniform MaterialProperty emission;
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uniform MaterialProperty height;
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// Input uniform values
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uniform samplerCube irradianceMap;
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uniform samplerCube prefilterMap;
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uniform sampler2D brdfLUT;
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// Input lighting values
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uniform Light lights[MAX_LIGHTS];
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// Other uniform values
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uniform int renderMode;
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uniform vec3 viewPos;
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vec2 texCoord;
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// Constant values
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const float PI = 3.14159265359;
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// Output fragment color
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out vec4 finalColor;
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vec3 ComputeMaterialProperty(MaterialProperty property);
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float DistributionGGX(vec3 N, vec3 H, float roughness);
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float GeometrySchlickGGX(float NdotV, float roughness);
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
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vec3 fresnelSchlick(float cosTheta, vec3 F0);
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vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
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vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir);
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// WARNING: There is some weird behaviour with this function, always returns black!
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// Yes, I even tried: return texture(property.sampler, texCoord).rgb;
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vec3 ComputeMaterialProperty(MaterialProperty property)
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{
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vec3 result = vec3(0.0, 0.0, 0.0);
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if (property.useSampler == 1) result = texture(property.sampler, texCoord).rgb;
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else result = property.color;
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return result;
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}
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float nom = a2;
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float denom = (NdotH2*(a2 - 1.0) + 1.0);
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denom = PI*denom*denom;
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return nom/denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = r*r/8.0;
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float nom = NdotV;
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float denom = NdotV*(1.0 - k) + k;
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return nom/denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1*ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0)*pow(1.0 - cosTheta, 5.0);
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}
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vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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{
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return F0 + (max(vec3(1.0 - roughness), F0) - F0)*pow(1.0 - cosTheta, 5.0);
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}
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vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
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{
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// Calculate the number of depth layers and calculate the size of each layer
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float numLayers = mix(MAX_DEPTH_LAYER, MIN_DEPTH_LAYER, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
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float layerDepth = 1.0/numLayers;
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// Calculate depth of current layer
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float currentLayerDepth = 0.0;
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// Calculate the amount to shift the texture coordinates per layer (from vector P)
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// Note: height amount is stored in height material attribute color R channel (sampler use is independent)
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vec2 P = viewDir.xy*height.color.r;
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vec2 deltaTexCoords = P/numLayers;
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// Store initial texture coordinates and depth values
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vec2 currentTexCoords = texCoords;
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float currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
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while (currentLayerDepth < currentDepthMapValue)
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{
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// Shift texture coordinates along direction of P
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currentTexCoords -= deltaTexCoords;
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// Get depth map value at current texture coordinates
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currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
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// Get depth of next layer
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currentLayerDepth += layerDepth;
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}
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// Get texture coordinates before collision (reverse operations)
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
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// Get depth after and before collision for linear interpolation
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float afterDepth = currentDepthMapValue - currentLayerDepth;
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float beforeDepth = texture(height.sampler, prevTexCoords).r - currentLayerDepth + layerDepth;
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// Interpolation of texture coordinates
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float weight = afterDepth/(afterDepth - beforeDepth);
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vec2 finalTexCoords = prevTexCoords*weight + currentTexCoords*(1.0 - weight);
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return finalTexCoords;
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}
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void main()
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{
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// Calculate TBN and RM matrices
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mat3 TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
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// Calculate lighting required attributes
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vec3 normal = normalize(fragNormal);
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vec3 view = normalize(viewPos - fragPosition);
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vec3 refl = reflect(-view, normal);
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// Check if parallax mapping is enabled and calculate texture coordinates to use based on height map
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// NOTE: remember that 'texCoord' variable must be assigned before calling any ComputeMaterialProperty() function
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if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view);
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else texCoord = fragTexCoord; // Use default texture coordinates
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// Fetch material values from texture sampler or color attributes
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vec3 color = texture(albedo.sampler, texCoord).rgb; //ComputeMaterialProperty(albedo);
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vec3 metal = texture(metalness.sampler, texCoord).rgb; //ComputeMaterialProperty(metalness);
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vec3 rough = texture(roughness.sampler, texCoord).rgb; //ComputeMaterialProperty(roughness);
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vec3 emiss = texture(emission.sampler, texCoord).rgb; //ComputeMaterialProperty(emission);
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vec3 ao = texture(occlusion.sampler, texCoord).rgb; //ComputeMaterialProperty(occlusion);
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// Check if normal mapping is enabled
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if (normals.useSampler == 1)
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{
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// Fetch normal map color and transform lighting values to tangent space
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normal = texture(normals.sampler, texCoord).rgb; //ComputeMaterialProperty(normals);
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normal = normalize(normal*2.0 - 1.0);
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normal = normalize(normal*TBN);
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// Convert tangent space normal to world space due to cubemap reflection calculations
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refl = normalize(reflect(-view, normal));
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}
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// Calculate reflectance at normal incidence
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, color, metal.r);
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// Calculate lighting for all lights
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vec3 Lo = vec3(0.0);
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vec3 lightDot = vec3(0.0);
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (lights[i].enabled == 1)
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{
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// Calculate per-light radiance
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vec3 light = vec3(0.0);
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vec3 radiance = lights[i].color.rgb;
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if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
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else if (lights[i].type == LIGHT_POINT)
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{
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light = normalize(lights[i].position - fragPosition);
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float distance = length(lights[i].position - fragPosition);
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float attenuation = 1.0/(distance*distance);
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radiance *= attenuation;
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}
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// Cook-torrance BRDF
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vec3 high = normalize(view + light);
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float NDF = DistributionGGX(normal, high, rough.r);
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float G = GeometrySmith(normal, view, light, rough.r);
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vec3 F = fresnelSchlick(max(dot(high, view), 0.0), F0);
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vec3 nominator = NDF*G*F;
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float denominator = 4*max(dot(normal, view), 0.0)*max(dot(normal, light), 0.0) + 0.001;
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vec3 brdf = nominator/denominator;
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// Store to kS the fresnel value and calculate energy conservation
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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// Multiply kD by the inverse metalness such that only non-metals have diffuse lighting
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kD *= 1.0 - metal.r;
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// Scale light by dot product between normal and light direction
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float NdotL = max(dot(normal, light), 0.0);
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// Add to outgoing radiance Lo
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// Note: BRDF is already multiplied by the Fresnel so it doesn't need to be multiplied again
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Lo += (kD*color/PI + brdf)*radiance*NdotL*lights[i].color.a;
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lightDot += radiance*NdotL + brdf*lights[i].color.a;
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}
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}
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// Calculate ambient lighting using IBL
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vec3 F = fresnelSchlickRoughness(max(dot(normal, view), 0.0), F0, rough.r);
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vec3 kS = F;
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vec3 kD = 1.0 - kS;
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kD *= 1.0 - metal.r;
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// Calculate indirect diffuse
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vec3 irradiance = texture(irradianceMap, fragNormal).rgb;
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vec3 diffuse = color*irradiance;
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// Sample both the prefilter map and the BRDF lut and combine them together as per the Split-Sum approximation
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vec3 prefilterColor = textureLod(prefilterMap, refl, rough.r*MAX_REFLECTION_LOD).rgb;
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vec2 brdf = texture(brdfLUT, vec2(max(dot(normal, view), 0.0), rough.r)).rg;
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vec3 reflection = prefilterColor*(F*brdf.x + brdf.y);
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// Calculate final lighting
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vec3 ambient = (kD*diffuse + reflection)*ao;
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// Calculate fragment color based on render mode
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vec3 fragmentColor = ambient + Lo + emiss; // Physically Based Rendering
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if (renderMode == 1) fragmentColor = color; // Albedo
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else if (renderMode == 2) fragmentColor = normal; // Normals
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else if (renderMode == 3) fragmentColor = metal; // Metalness
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else if (renderMode == 4) fragmentColor = rough; // Roughness
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else if (renderMode == 5) fragmentColor = ao; // Ambient Occlusion
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else if (renderMode == 6) fragmentColor = emiss; // Emission
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else if (renderMode == 7) fragmentColor = lightDot; // Lighting
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else if (renderMode == 8) fragmentColor = kS; // Fresnel
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else if (renderMode == 9) fragmentColor = irradiance; // Irradiance
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else if (renderMode == 10) fragmentColor = reflection; // Reflection
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// Apply HDR tonemapping
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fragmentColor = fragmentColor/(fragmentColor + vec3(1.0));
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// Apply gamma correction
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fragmentColor = pow(fragmentColor, vec3(1.0/2.2));
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// Calculate final fragment color
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finalColor = vec4(fragmentColor, 1.0);
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}
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