178 lines
4.8 KiB
GLSL
178 lines
4.8 KiB
GLSL
#extension GL_ARB_bindless_texture : enable
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// Keep in sync with cpu
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#define MAX_POINT_LIGHTS 8
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#define PI 3.1415926535897932384626433832795
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// Types
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struct Light {
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vec4 vPos;
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vec4 color;
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};
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// UBOs
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layout(std140, binding = 0) uniform Matrices {
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mat4 projection;
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mat4 view;
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};
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layout(std140, binding = 1) uniform Lights {
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Light lights[MAX_POINT_LIGHTS];
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uint lights_count;
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};
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// Uniforms
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layout(location = 1) uniform mat4 model;
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layout(location = 2) uniform vec3 color;
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layout(location = 3, bindless_sampler) uniform sampler2D albedo_map;
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layout(location = 4, bindless_sampler) uniform sampler2D normal_map;
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layout(location = 5) uniform float metallic;
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layout(location = 6, bindless_sampler) uniform sampler2D metallic_map;
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layout(location = 7) uniform float roughness;
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layout(location = 8, bindless_sampler) uniform sampler2D roughness_map;
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layout(location = 9) uniform vec3 emission;
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layout(location = 10, bindless_sampler) uniform sampler2D emission_map;
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// Input, output blocks
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VERTEX_EXPORT VertexData {
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vec3 vPos;
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vec2 uv;
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mat3 vTBN;
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} VertexOut;
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#if VERTEX_SHADER
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aUV;
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layout(location = 3) in vec3 aTangent;
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void main() {
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vec4 vPos = view * model * vec4(aPos.xyz, 1.0);
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gl_Position = projection * vPos;
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VertexOut.vPos = vPos.xyz / vPos.w; // I don't think this is needed, but leaving just in case
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VertexOut.uv = aUV;
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vec3 aBitangent = cross(aTangent, aNormal);
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vec3 T = normalize(vec3(view * model * vec4(aTangent, 0.0)));
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vec3 B = normalize(vec3(view * model * vec4(aBitangent, 0.0)));
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vec3 N = normalize(vec3(view * model * vec4(aNormal, 0.0)));
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VertexOut.vTBN = mat3(T, B, N);
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}
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#endif // VERTEX_SHADER
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#if FRAGMENT_SHADER
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out vec4 FragColor;
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struct Material {
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vec3 albedo;
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bool metallic;
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float roughness;
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vec3 emission;
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};
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Material evalMaterial() {
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Material result;
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result.albedo = textureSize(albedo_map, 0) == ivec2(0) ? pow(color, vec3(2.2)) : texture(albedo_map, VertexOut.uv).rgb;
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float fMetallic = textureSize(metallic_map, 0) == ivec2(0) ? metallic : texture(metallic_map, VertexOut.uv).b;
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result.metallic = fMetallic > 0.5;
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result.roughness = max(0.01, textureSize(roughness_map, 0) == ivec2(0) ? roughness : texture(roughness_map, VertexOut.uv).g);
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result.emission = textureSize(emission_map, 0) == ivec2(0) ? emission : texture(emission_map, VertexOut.uv).rgb;
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return result;
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}
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vec3 schlickFresnel(Material mat, float LDotH) {
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vec3 f0 = vec3(0.04); // dielectric
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if (mat.metallic) {
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f0 = mat.albedo;
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}
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return f0 + (1 - f0) * pow(1.0 - LDotH, 5);
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}
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float geomSmith(Material mat, float DotVal) {
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float k = (mat.roughness + 1.0) * (mat.roughness + 1.0) / 8.0;
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float denom = DotVal * (1 - k) + k;
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return 1.0 / denom;
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}
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float ggxDistribution(Material mat, float NDotH) {
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float alpha2 = mat.roughness * mat.roughness * mat.roughness * mat.roughness;
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float d = (NDotH * NDotH) * (alpha2 - 1) + 1;
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return alpha2 / (PI * d * d);
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}
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float lightAttenuation(float dist, float radius) {
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float d = max(dist - radius, 0);
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float denom = d/radius + 1;
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float att = 1 / (denom * denom);
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// TODO: cutoff
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att = max(att, 0);
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return att;
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}
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vec3 microfacetModel(Material mat, Light light, vec3 P, vec3 N) {
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vec3 diffuseBrdf = vec3(0); // metallic
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if (!mat.metallic) {
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diffuseBrdf = mat.albedo;
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}
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vec3 lightI = light.color.rgb * light.color.a;
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float lightRadius = light.vPos.w;
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vec3 L = light.vPos.xyz - P;
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float dist = length(L);
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L /= dist;
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float att = lightAttenuation(dist, lightRadius);
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lightI *= att;
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vec3 V = normalize(-P);
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vec3 H = normalize(V + L);
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float NDotH = dot(N, H);
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float LDotH = dot(L, H);
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float NDotL = max(dot(N, L), 0);
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float NDotV = dot(N, V);
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vec3 specBrdf = 0.25 * ggxDistribution(mat, NDotH) * schlickFresnel(mat, LDotH) * geomSmith(mat, NDotL) * geomSmith(mat, NDotV);
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return (diffuseBrdf + PI * specBrdf) * lightI * NDotL;
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}
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void main() {
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Material material = evalMaterial();
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vec3 N = textureSize(normal_map, 0) == ivec2(0) ? vec3(0.5) : vec3(texture(normal_map, VertexOut.uv).xy, 0);
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N = N * 2.0 - 1.0;
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N.z = sqrt(clamp(1 - N.x * N.x - N.y * N.y, 0, 1));
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N = normalize(N);
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N = normalize(VertexOut.vTBN * N);
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vec3 finalColor = vec3(0);
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for (int i = 0; i < lights_count; i++) {
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finalColor += microfacetModel(material, lights[i], VertexOut.vPos, N);
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}
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// finalColor += microfacetModel(material, Light(vec4(VertexOut.vPos + N, 0.01), vec4(1, 1, 1, 10)), VertexOut.vPos, N);
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FragColor = vec4(finalColor, 1.0f);
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float gamma = 2.2;
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FragColor.rgb = pow(FragColor.rgb, vec3(1.0/gamma));
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}
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#endif // FRAGMNET_SHADER
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