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- /*******************************************************************************************
- *
- * rPBR [shader] - Bidirectional reflectance distribution function fragment shader
- *
- * Copyright (c) 2017 Victor Fisac
- *
- **********************************************************************************************/
-
- #version 330
- #define MAX_SAMPLES 1024u
-
- // Input vertex attributes (from vertex shader)
- in vec2 fragTexCoord;
-
- // Constant values
- const float PI = 3.14159265359;
-
- // Output fragment color
- out vec4 finalColor;
-
- float DistributionGGX(vec3 N, vec3 H, float roughness);
- float RadicalInverse_VdC(uint bits);
- vec2 Hammersley(uint i, uint N);
- vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
- float GeometrySchlickGGX(float NdotV, float roughness);
- float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
- vec2 IntegrateBRDF(float NdotV, float roughness);
-
- 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 RadicalInverse_VdC(uint bits)
- {
- bits = (bits << 16u) | (bits >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- return float(bits) * 2.3283064365386963e-10; // / 0x100000000
- }
-
- vec2 Hammersley(uint i, uint N)
- {
- return vec2(float(i)/float(N), RadicalInverse_VdC(i));
- }
-
- vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
- {
- float a = roughness*roughness;
- float phi = 2.0 * PI * Xi.x;
- float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
- float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
-
- // Transform from spherical coordinates to cartesian coordinates (halfway vector)
- vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
-
- // Transform from tangent space H vector to world space sample vector
- vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
- vec3 tangent = normalize(cross(up, N));
- vec3 bitangent = cross(N, tangent);
- vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
-
- return normalize(sampleVec);
- }
-
- float GeometrySchlickGGX(float NdotV, float roughness)
- {
- // For IBL k is calculated different
- float k = (roughness*roughness)/2.0;
-
- 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;
- }
-
- vec2 IntegrateBRDF(float NdotV, float roughness)
- {
- vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
- float A = 0.0;
- float B = 0.0;
- vec3 N = vec3(0.0, 0.0, 1.0);
-
- for(uint i = 0u; i < MAX_SAMPLES; i++)
- {
- // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
- vec2 Xi = Hammersley(i, MAX_SAMPLES);
- vec3 H = ImportanceSampleGGX(Xi, N, roughness);
- vec3 L = normalize(2.0*dot(V, H)*H - V);
- float NdotL = max(L.z, 0.0);
- float NdotH = max(H.z, 0.0);
- float VdotH = max(dot(V, H), 0.0);
-
- if (NdotL > 0.0)
- {
- float G = GeometrySmith(N, V, L, roughness);
- float G_Vis = (G*VdotH)/(NdotH*NdotV);
- float Fc = pow(1.0 - VdotH, 5.0);
-
- A += (1.0 - Fc)*G_Vis;
- B += Fc*G_Vis;
- }
- }
-
- // Calculate brdf average sample
- A /= float(MAX_SAMPLES);
- B /= float(MAX_SAMPLES);
-
- return vec2(A, B);
- }
-
- void main()
- {
- // Calculate brdf based on texture coordinates
- vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y);
-
- // Calculate final fragment color
- finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0);
- }
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