#version 430 core float AMBIENT = 0.05; float PI = 3.14159; uniform sampler2D colorTexture; uniform float exposition; uniform float metallic; uniform float roughness; uniform vec3 cameraPos; uniform vec3 sunDir; uniform vec3 sunColor; uniform vec3 lightPos; uniform vec3 lightColor; uniform bool atmosphereCheck; uniform float time; uniform float cloudIntensity; uniform float cloudMotion; uniform float cloudBrightness; 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; 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 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; } vec3 toneMapping(vec3 color) { float exposure = 0.06; vec3 mapped = 1 - exp(-color * exposure); return mapped; } float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); } float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); // Four corners in 2D of a tile float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } #define OCTAVES 6 float fbm (in vec2 st) { // Initial values float value = 0.0; float amplitude = .5; float frequency = 0.; // // Loop of octaves for (int i = 0; i < OCTAVES; i++) { value += amplitude * noise(st); st *= 2.; amplitude *= .5; } return value; } vec3 noiseColor() { vec2 st = vtc.xy; vec2 mirroredSt = vec2(1.0 - st.x, st.y); float timeOffset = time * cloudMotion; st.x -= timeOffset; mirroredSt.x += timeOffset; // Inverse direction for mirrored effect st.x = fract(st.x); mirroredSt.x = fract(mirroredSt.x); vec3 color = vec3(fbm(st * cloudIntensity)); vec3 mirroredColor = vec3(fbm(mirroredSt * cloudIntensity)); float blend = smoothstep(0.45, 0.55, st.x); vec3 noiseColor = mix(color, mirroredColor, blend); return noiseColor; } void main() { vec3 normal = normalize(vecNormal); vec3 viewDir = normalize(cameraPos - worldPos); vec3 lightDir = normalize(lightPos - worldPos); vec3 textureColor = texture2D(colorTexture, vtc).rgb; if (atmosphereCheck) { float atmosphereDot = dot(normal, viewDir); vec3 atmosphereColor = vec3(0.0, 0.44, 1.0); textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3)); } vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10; vec3 toneMappedColor = toneMapping(textureColor * distance); //gamma correction toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2)); vec3 ambient = AMBIENT * toneMappedColor; vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2); vec3 illumination = ambient + PBRLight(lightDir, attenuatedLightColor, normal, viewDir, toneMappedColor); //sun illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor); vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition); vec3 finalColor = pbrColor; if (atmosphereCheck) { vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness; finalColor = mix(pbrColor, noiseColor, noiseColor.r); } outColor = vec4(finalColor, 1.0); }