124 lines
3.3 KiB
GLSL
124 lines
3.3 KiB
GLSL
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#version 430 core
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float AMBIENT = 0.03;
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float PI = 3.14;
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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 lightPositions[100];
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uniform vec3 lightColors[100];
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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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out vec4 outColor;
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in vec3 viewDirTS;
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in vec3 lightDirTS[4];
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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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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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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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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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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){
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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, texture(colorTexture, vec2(0.5, 0.5)).rgb, metallic);
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vec3 H = normalize(V + lightDir);
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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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float NdotL = max(dot(normal, lightDir), 0.0);
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return (kD * texture(colorTexture, vec2(0.5, 0.5)).rgb / PI + specular) * radiance * NdotL;
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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 lightDirs[4];
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vec3 ambient = AMBIENT * texture(colorTexture, vec2(0.5, 0.5)).rgb;
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vec3 ilumination = ambient;
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for (int i = 0; i < 100; ++i) {
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lightDirs[i] = normalize(lightPositions[i] - worldPos);
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vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2);
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ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir);
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}
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vec3 spotlightDir= normalize(spotlightPos-worldPos);
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float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
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vec3 attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
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ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
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outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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}
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