145 lines
3.8 KiB
GLSL
145 lines
3.8 KiB
GLSL
#version 430 core
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//float AMBIENT = 0.03f;
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float AMBIENT = 0.1f;
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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 vec3 color;
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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 vec3 spotlightPos;
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//uniform vec3 spotlightColor;
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//uniform vec3 spotlightConeDir;
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//uniform vec3 spotlightPhi;
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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 spotlightDirTS;
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in vec3 sunDirTS;
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//in vec3 test;
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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 V = normalize(cameraPos - worldPos);
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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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void main()
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{
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//vec3 normal = vec3(0,0,1);
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vec3 normal = normalize(vecNormal);
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//vec3 viewDir = normalize(viewDirTS);
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vec3 viewDir = normalize(cameraPos - worldPos);
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//vec3 lightDir = normalize(lightDirTS);
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vec3 lightDir = normalize(lightPos - worldPos);
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vec4 textureColor = texture2D(colorTexture, vtc);
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vec3 ambient = AMBIENT * vec3(textureColor);
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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, vec3(textureColor));
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//flashlight
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//vec3 spotlightDir = normalize(spotlightDirTS);
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//vec3 spotlightDir = normalize(spotlightPos -worldPos);
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//float angleAttenuation = clamp((dot(-normalize(spotlightPos - worldPos), spotlightConeDir) - 0.5) * 3, 0, 1);
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//attenuatedLightColor = angleAttenuation * spotlightColor / pow(length(spotlightPos - worldPos), 2);
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//illumination = illumination + PBRLight(spotlightDir, attenuatedLightColor, normal, viewDir, vec3(textureColor));
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//sun
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illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, vec3(textureColor));
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outColor = vec4(vec3(1.0) - exp(-illumination * exposition * 0.01f), 1);
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//outColor = vec4(roughness, metallic, 0, 1);
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//outColor = vec4(test);
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}
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