#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); }