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+/*******************************************************************************************
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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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+
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+#version 330
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+// Input lighting values
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+uniform Light lights[MAX_LIGHTS];
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+
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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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+
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+// Constant values
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+const float PI = 3.14159265359;
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+
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+// Output fragment color
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+out vec4 finalColor;
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+
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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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+
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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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+
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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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+
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+ return result;
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+}
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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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+
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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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+
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+ return nom/denom;
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+}
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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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+
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+ float nom = NdotV;
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+ float denom = NdotV*(1.0 - k) + k;
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+
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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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+
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+ return ggx1*ggx2;
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+}
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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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+
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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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+
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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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+
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+ // Calculate depth of current layer
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+ float currentLayerDepth = 0.0;
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+
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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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+
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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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+
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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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+
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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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+
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+ // Get depth of next layer
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+ currentLayerDepth += layerDepth;
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+ }
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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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+
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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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+
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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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+
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+ return finalTexCoords;
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+}
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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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+
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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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+
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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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+
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+ // Fetch material values from texture sampler or color attributes
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+ vec3 color = ComputeMaterialProperty(albedo);
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+ vec3 metal = ComputeMaterialProperty(metalness);
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+ vec3 rough = ComputeMaterialProperty(roughness);
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+ vec3 emiss = ComputeMaterialProperty(emission);
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+ vec3 ao = ComputeMaterialProperty(occlusion);
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+
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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 = 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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ // Calculate final lighting
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+ vec3 ambient = (kD*diffuse + reflection)*ao;
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+
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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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+
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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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+
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+ // Apply HDR tonemapping
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+ fragmentColor = fragmentColor/(fragmentColor + vec3(1.0));
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+
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+ // Apply gamma correction
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+ fragmentColor = pow(fragmentColor, vec3(1.0/2.2));
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+
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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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