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- add PBR materials to main.fp
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@ -384,6 +384,158 @@ float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle
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return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
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}
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#if defined(PBR)
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const float PI = 3.14159265359;
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float DistributionGGX(vec3 N, 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(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float nom = 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 nom / 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 nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 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(1.0 - cosTheta, 5.0);
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}
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vec3 applyLight(vec3 albedo, vec3 ambientLight)
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{
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vec3 worldpos = pixelpos.xyz;
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albedo = pow(albedo, vec3(2.2)); // sRGB to linear
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ambientLight = pow(ambientLight, vec3(2.2));
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vec3 normal = ApplyNormalMap();
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float metallic = texture(metallictexture, vTexCoord.st).r;
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float roughness = texture(roughnesstexture, vTexCoord.st).r;
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float ao = texture(aotexture, vTexCoord.st).r;
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vec3 N = normalize(normal);
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vec3 V = normalize(uCameraPos.xyz - worldpos);
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vec3 F0 = mix(vec3(0.04), albedo, metallic);
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vec3 Lo = uDynLightColor.rgb;
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#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
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if (uLightIndex >= 0)
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{
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.z > lightRange.x)
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{
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//
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// modulated lights
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//
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for(int i=lightRange.x; i<lightRange.y; i+=4)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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vec3 L = normalize(lightpos.xyz - worldpos);
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vec3 H = normalize(V + L);
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//float distance = length(lightpos.xyz - worldpos);
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//float attenuation = 1.0 / (distance * distance);
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float attenuation = pointLightAttenuation(lightpos, lightcolor.a).x;
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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vec3 radiance = lightcolor.rgb * attenuation;
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// cook-torrance brdf
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, 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) * (1.0 - metallic);
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vec3 nominator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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vec3 specular = nominator / max(denominator, 0.001);
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float NdotL = max(dot(N, L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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}
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//
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// subtractive lights
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//
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for(int i=lightRange.y; i<lightRange.z; i+=4)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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vec3 L = normalize(lightpos.xyz - worldpos);
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vec3 H = normalize(V + L);
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//float distance = length(lightpos.xyz - worldpos);
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//float attenuation = 1.0 / (distance * distance);
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float attenuation = pointLightAttenuation(lightpos, lightcolor.a).x;
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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vec3 radiance = lightcolor.rgb * attenuation;
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// cook-torrance brdf
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, 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) * (1.0 - metallic);
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vec3 nominator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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vec3 specular = nominator / max(denominator, 0.001);
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float NdotL = max(dot(N, L), 0.0);
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Lo -= (kD * albedo / PI + specular) * radiance * NdotL;
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}
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}
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}
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#endif
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vec3 ambient = ambientLight * albedo * ao;
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vec3 color = ambient + Lo;
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// Tonemap (reinhard) and apply sRGB gamma
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color = color / (color + vec3(1.0));
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return pow(color, vec3(1.0 / 2.2));
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}
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#endif
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//===========================================================================
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//
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// Calculate light
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@ -439,6 +591,9 @@ vec4 getLightColor(vec4 material, vec4 materialSpec, float fogdist, float fogfac
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//
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color = ProcessLight(color);
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#if defined(PBR)
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return vec4(applyLight(material.rgb, color.rgb), color.a * vColor.a);
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#else
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//
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// apply dynamic lights (except additive)
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//
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@ -492,6 +647,7 @@ vec4 getLightColor(vec4 material, vec4 materialSpec, float fogdist, float fogfac
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// prevent any unintentional messing around with the alpha.
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return vec4(material.rgb * color.rgb + materialSpec.rgb * specular.rgb, material.a * vColor.a);
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#endif
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}
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//===========================================================================
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