PlanetEditor/grk/cw 6/shaders/shader_pbr.frag

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#version 430 core
float AMBIENT = 0.25f;
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float PI = 3.14159f;
uniform sampler2D depthMap;
uniform vec3 cameraPos;
uniform sampler2D colorTexture;
uniform vec3 sunDir;
uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform float metallic;
uniform float roughness;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vtc;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS;
in vec3 sunDirTS;
float DistributionGGX(vec3 normal, vec3 H, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(normal, H), 0.0);
float NdotH2 = NdotH * NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r * r) / 8.0;
float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness)
{
float NdotV = max(dot(normal, V), 0.0);
float NdotL = max(dot(normal, lightDir), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 color)
{
float diffuse = max(0, dot(normal, lightDir));
vec3 F0 = vec3(0.04);
F0 = mix(F0, color, metallic);
vec3 H = normalize(V + lightDir);
// cook-torrance brdf
float NDF = DistributionGGX(normal, H, roughness);
float G = GeometrySmith(normal, V, lightDir, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
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// add to outgoing radiance Lo
float NdotL = max(dot(normal, lightDir), 0.0);
return (kD * color / PI + specular) * radiance * NdotL;
}
vec3 toneMapping(vec3 color)
{
float exposure = 0.03;
vec3 mapped = 1 - exp(-color * exposure);
return mapped;
}
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void main()
{
vec3 normal = normalize(vecNormal);
vec3 viewDir = normalize(cameraPos - worldPos);
vec3 lightDir = normalize(lightPos - worldPos);
vec4 textureColor = texture2D(colorTexture, vtc);
float diffuse = max(0, dot(normal, lightDir));
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 300;
vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
//gamma correction
//toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
vec3 ambient = AMBIENT * toneMappedColor;
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vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
vec3 illumination;
illumination = ambient + PBRLight(lightDir, attenuatedLightColor, normal, viewDir, toneMappedColor);
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//sun
illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
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outColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
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}