145 lines
3.8 KiB
GLSL
145 lines
3.8 KiB
GLSL
|
#version 430 core
|
||
|
|
||
|
//float AMBIENT = 0.03f;
|
||
|
float AMBIENT = 0.1f;
|
||
|
float PI = 3.14159f;
|
||
|
|
||
|
uniform sampler2D depthMap;
|
||
|
|
||
|
uniform vec3 cameraPos;
|
||
|
|
||
|
//uniform vec3 color;
|
||
|
uniform sampler2D colorTexture;
|
||
|
|
||
|
uniform vec3 sunDir;
|
||
|
uniform vec3 sunColor;
|
||
|
|
||
|
uniform vec3 lightPos;
|
||
|
uniform vec3 lightColor;
|
||
|
|
||
|
//uniform vec3 spotlightPos;
|
||
|
//uniform vec3 spotlightColor;
|
||
|
//uniform vec3 spotlightConeDir;
|
||
|
//uniform vec3 spotlightPhi;
|
||
|
|
||
|
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 spotlightDirTS;
|
||
|
in vec3 sunDirTS;
|
||
|
|
||
|
//in vec3 test;
|
||
|
|
||
|
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;
|
||
|
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);
|
||
|
|
||
|
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 V = normalize(cameraPos - worldPos);
|
||
|
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);
|
||
|
|
||
|
vec3 kS = F;
|
||
|
vec3 kD = vec3(1.0) - kS;
|
||
|
kD *= 1.0 - metallic;
|
||
|
|
||
|
vec3 numerator = NDF * G * F;
|
||
|
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
|
||
|
vec3 specular = numerator / denominator;
|
||
|
|
||
|
// add to outgoing radiance Lo
|
||
|
float NdotL = max(dot(normal, lightDir), 0.0);
|
||
|
return (kD * color / PI + specular) * radiance * NdotL;
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
//vec3 normal = vec3(0,0,1);
|
||
|
vec3 normal = normalize(vecNormal);
|
||
|
|
||
|
//vec3 viewDir = normalize(viewDirTS);
|
||
|
vec3 viewDir = normalize(cameraPos - worldPos);
|
||
|
|
||
|
//vec3 lightDir = normalize(lightDirTS);
|
||
|
vec3 lightDir = normalize(lightPos - worldPos);
|
||
|
|
||
|
vec4 textureColor = texture2D(colorTexture, vtc);
|
||
|
|
||
|
vec3 ambient = AMBIENT * vec3(textureColor);
|
||
|
vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
|
||
|
vec3 illumination;
|
||
|
illumination = ambient + PBRLight(lightDir, attenuatedLightColor, normal, viewDir, vec3(textureColor));
|
||
|
|
||
|
//flashlight
|
||
|
//vec3 spotlightDir = normalize(spotlightDirTS);
|
||
|
//vec3 spotlightDir = normalize(spotlightPos -worldPos);
|
||
|
|
||
|
|
||
|
//float angleAttenuation = clamp((dot(-normalize(spotlightPos - worldPos), spotlightConeDir) - 0.5) * 3, 0, 1);
|
||
|
//attenuatedLightColor = angleAttenuation * spotlightColor / pow(length(spotlightPos - worldPos), 2);
|
||
|
//illumination = illumination + PBRLight(spotlightDir, attenuatedLightColor, normal, viewDir, vec3(textureColor));
|
||
|
|
||
|
//sun
|
||
|
illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, vec3(textureColor));
|
||
|
|
||
|
outColor = vec4(vec3(1.0) - exp(-illumination * exposition * 0.01f), 1);
|
||
|
//outColor = vec4(roughness, metallic, 0, 1);
|
||
|
//outColor = vec4(test);
|
||
|
}
|