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Diffstat (limited to 'shaders/pbr.frag')
| -rw-r--r-- | shaders/pbr.frag | 221 |
1 files changed, 221 insertions, 0 deletions
diff --git a/shaders/pbr.frag b/shaders/pbr.frag new file mode 100644 index 0000000..ed52076 --- /dev/null +++ b/shaders/pbr.frag @@ -0,0 +1,221 @@ +#version 450 + +layout (location = 0) in vec3 inWorldPos; +layout (location = 1) in vec3 inNormal; +layout (location = 2) in vec2 inUV; +layout (location = 3) flat in int inMatIdx; +layout (location = 4) in vec4 inCaseColor; + +struct Material { + vec4 baseColorFactor; + uint alphaMode; + float alphaCutoff; + float metallicFactor; + float roughnessFactor; + + uint baseColorTexture; + uint metallicRoughnessTexture; + uint normalTexture; + uint occlusionTexture; + + uint emissiveTexture; + uint pad1; + uint pad2; + uint pad3; + vec4 emissiveFactor; +}; +// Scene bindings + +layout (set = 0, binding = 0) uniform UBO { + mat4 projection; + mat4 model; + mat4 view; + vec3 camPos; +} ubo; + +layout (set = 0, binding = 1) uniform UBOParams { + vec4 lightDir; + float exposure; + float gamma; + float prefilteredCubeMipLevels; +} uboParams; + +layout (set = 0, binding = 2) uniform samplerCube samplerIrradiance; +layout (set = 0, binding = 3) uniform samplerCube prefilteredMap; +layout (set = 0, binding = 4) uniform sampler2D samplerBRDFLUT; + +// Material bindings + +layout (set = 1, binding = 0) uniform sampler2DArray maps; +layout (set = 1, binding = 1) uniform UBOMaterial +{ + Material mats[16]; +} uboMat; + +layout (location = 0) out vec4 outColor; + +#define PI 3.1415926535897932384626433832795 +#define ALBEDO pow(texture(albedoMap, vec3(inUV, uboMat.mats[inMatIdx].baseColorTexture - 1).rgb, vec3(2.2)) + +// From http://filmicgames.com/archives/75 +vec3 Uncharted2Tonemap(vec3 x) +{ + float A = 0.15; + float B = 0.50; + float C = 0.10; + float D = 0.20; + float E = 0.02; + float F = 0.30; + return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; +} + +// Normal Distribution function -------------------------------------- +float D_GGX(float dotNH, float roughness) +{ + float alpha = roughness * roughness; + float alpha2 = alpha * alpha; + float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0; + return (alpha2)/(PI * denom*denom); +} + +// Geometric Shadowing function -------------------------------------- +float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) +{ + float r = (roughness + 1.0); + float k = (r*r) / 8.0; + float GL = dotNL / (dotNL * (1.0 - k) + k); + float GV = dotNV / (dotNV * (1.0 - k) + k); + return GL * GV; +} + +// Fresnel function ---------------------------------------------------- +vec3 F_Schlick(float cosTheta, vec3 F0) +{ + return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); +} +vec3 F_SchlickR(float cosTheta, vec3 F0, float roughness) +{ + return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); +} + +vec3 prefilteredReflection(vec3 R, float roughness) +{ + float lod = roughness * uboParams.prefilteredCubeMipLevels; + float lodf = floor(lod); + float lodc = ceil(lod); + vec3 a = textureLod(prefilteredMap, R, lodf).rgb; + vec3 b = textureLod(prefilteredMap, R, lodc).rgb; + return mix(a, b, lod - lodf); +} + +vec3 specularContribution(vec3 L, vec3 V, vec3 N, vec3 F0, float metallic, float roughness, vec3 albedo) +{ + // Precalculate vectors and dot products + vec3 H = normalize (V + L); + float dotNH = clamp(dot(N, H), 0.0, 1.0); + float dotNV = clamp(dot(N, V), 0.0, 1.0); + float dotNL = clamp(dot(N, L), 0.0, 1.0); + + // Light color fixed + vec3 lightColor = vec3(1.0); + + vec3 color = vec3(0.0); + + if (dotNL > 0.0) { + // D = Normal distribution (Distribution of the microfacets) + float D = D_GGX(dotNH, roughness); + // G = Geometric shadowing term (Microfacets shadowing) + float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); + // F = Fresnel factor (Reflectance depending on angle of incidence) + vec3 F = F_Schlick(dotNV, F0); + vec3 spec = D * F * G / (4.0 * dotNL * dotNV + 0.001); + vec3 kD = (vec3(1.0) - F) * (1.0 - metallic); + color += (kD * albedo / PI + spec) * dotNL; + } + + return color; +} + +// See http://www.thetenthplanet.de/archives/1180 +vec3 perturbNormal() +{ + vec3 tangentNormal = texture(maps, vec3(inUV, uboMat.mats[inMatIdx].normalTexture - 1)).xyz * 2.0 - 1.0; + + vec3 q1 = dFdx(inWorldPos); + vec3 q2 = dFdy(inWorldPos); + vec2 st1 = dFdx(inUV); + vec2 st2 = dFdy(inUV); + + vec3 N = normalize(inNormal); + vec3 T = normalize(q1 * st2.t - q2 * st1.t); + vec3 B = -normalize(cross(N, T)); + mat3 TBN = mat3(T, B, N); + + return normalize(TBN * tangentNormal); +} + +void main() +{ + vec4 baseColor = uboMat.mats[inMatIdx].baseColorFactor; + if (uboMat.mats[inMatIdx].baseColorTexture > 0) + baseColor *= texture(maps, vec3(inUV, uboMat.mats[inMatIdx].baseColorTexture-1)); + + if (uboMat.mats[inMatIdx].alphaMode == 1) { + if (baseColor.a < uboMat.mats[inMatIdx].alphaCutoff) { + discard; + } + } + + vec3 N = (uboMat.mats[inMatIdx].normalTexture > 0) ? perturbNormal() : normalize(inNormal); + vec3 V = normalize(ubo.camPos - inWorldPos); + vec3 R = -normalize(reflect(V, N)); + + float metallic = uboMat.mats[inMatIdx].metallicFactor; + float roughness = uboMat.mats[inMatIdx].roughnessFactor; + if (uboMat.mats[inMatIdx].metallicRoughnessTexture > 0) { + metallic *= texture(maps, vec3(inUV, uboMat.mats[inMatIdx].metallicRoughnessTexture - 1)).b; + roughness *= clamp(texture(maps, vec3(inUV, uboMat.mats[inMatIdx].metallicRoughnessTexture - 1)).g, 0.04, 1.0); + } + + vec3 Cdiff = mix (baseColor.rgb * 0.96, vec3(0.0), metallic); + vec3 F0 = vec3(0.04); + F0 = mix(F0, baseColor.rgb, metallic); + float alpha = pow(roughness, 2.0); + + vec3 L = normalize(uboParams.lightDir.xyz); + vec3 Lo = specularContribution(L, V, N, F0, metallic, roughness, baseColor.rgb); + + vec2 brdf = texture(samplerBRDFLUT, vec2(max(dot(N, V), 0.0), roughness)).rg; + + vec3 reflection = prefilteredReflection(R, roughness).rgb; + vec3 irradiance = texture(samplerIrradiance, N).rgb; + + // Diffuse based on irradiance + vec3 diffuse = irradiance * baseColor.rgb; + + vec3 F = F_SchlickR(max(dot(N, V), 0.0), F0, roughness); + + // Specular reflectance + vec3 specular = reflection * (F * brdf.x + brdf.y); + + // Ambient part + vec3 kD = 1.0 - F; + kD *= 1.0 - metallic; + float ao = (uboMat.mats[inMatIdx].occlusionTexture > .0f) ? texture(maps, vec3(inUV, uboMat.mats[inMatIdx].occlusionTexture - 1)).r : 1.0f; + vec3 ambient = (kD * diffuse + specular) * ao; + vec3 color = ambient + Lo; + + // Tone mapping + color = Uncharted2Tonemap(color * uboParams.exposure); + color = color * (1.0f / Uncharted2Tonemap(vec3(11.2f))); + // Gamma correction + color = pow(color, vec3(1.0f / uboParams.gamma)); + + vec3 emissive = uboMat.mats[inMatIdx].emissiveFactor.rgb + inCaseColor.rgb; + if (uboMat.mats[inMatIdx].emissiveTexture > 0) + emissive *= texture(maps, vec3(inUV, uboMat.mats[inMatIdx].emissiveTexture - 1)).rgb;// * u_EmissiveFactor; + + color += emissive; + + outColor = vec4(color, baseColor.a); +} |