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