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