- add PBR materials to main.fp

This commit is contained in:
Magnus Norddahl 2018-01-27 00:22:15 +01:00
parent 30af6d38b3
commit a6da1d356a

View file

@ -384,6 +384,158 @@ float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle
return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
}
#if defined(PBR)
const float PI = 3.14159265359;
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r * r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 applyLight(vec3 albedo, vec3 ambientLight)
{
vec3 worldpos = pixelpos.xyz;
albedo = pow(albedo, vec3(2.2)); // sRGB to linear
ambientLight = pow(ambientLight, vec3(2.2));
vec3 normal = ApplyNormalMap();
float metallic = texture(metallictexture, vTexCoord.st).r;
float roughness = texture(roughnesstexture, vTexCoord.st).r;
float ao = texture(aotexture, vTexCoord.st).r;
vec3 N = normalize(normal);
vec3 V = normalize(uCameraPos.xyz - worldpos);
vec3 F0 = mix(vec3(0.04), albedo, metallic);
vec3 Lo = uDynLightColor.rgb;
#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
if (uLightIndex >= 0)
{
ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
if (lightRange.z > lightRange.x)
{
//
// modulated lights
//
for(int i=lightRange.x; i<lightRange.y; i+=4)
{
vec4 lightpos = lights[i];
vec4 lightcolor = lights[i+1];
vec4 lightspot1 = lights[i+2];
vec4 lightspot2 = lights[i+3];
vec3 L = normalize(lightpos.xyz - worldpos);
vec3 H = normalize(V + L);
//float distance = length(lightpos.xyz - worldpos);
//float attenuation = 1.0 / (distance * distance);
float attenuation = pointLightAttenuation(lightpos, lightcolor.a).x;
if (lightspot1.w == 1.0)
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
vec3 radiance = lightcolor.rgb * attenuation;
// cook-torrance brdf
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 kS = F;
vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
vec3 nominator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
vec3 specular = nominator / max(denominator, 0.001);
float NdotL = max(dot(N, L), 0.0);
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
}
//
// subtractive lights
//
for(int i=lightRange.y; i<lightRange.z; i+=4)
{
vec4 lightpos = lights[i];
vec4 lightcolor = lights[i+1];
vec4 lightspot1 = lights[i+2];
vec4 lightspot2 = lights[i+3];
vec3 L = normalize(lightpos.xyz - worldpos);
vec3 H = normalize(V + L);
//float distance = length(lightpos.xyz - worldpos);
//float attenuation = 1.0 / (distance * distance);
float attenuation = pointLightAttenuation(lightpos, lightcolor.a).x;
if (lightspot1.w == 1.0)
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
vec3 radiance = lightcolor.rgb * attenuation;
// cook-torrance brdf
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 kS = F;
vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
vec3 nominator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
vec3 specular = nominator / max(denominator, 0.001);
float NdotL = max(dot(N, L), 0.0);
Lo -= (kD * albedo / PI + specular) * radiance * NdotL;
}
}
}
#endif
vec3 ambient = ambientLight * albedo * ao;
vec3 color = ambient + Lo;
// Tonemap (reinhard) and apply sRGB gamma
color = color / (color + vec3(1.0));
return pow(color, vec3(1.0 / 2.2));
}
#endif
//===========================================================================
//
// Calculate light
@ -439,6 +591,9 @@ vec4 getLightColor(vec4 material, vec4 materialSpec, float fogdist, float fogfac
//
color = ProcessLight(color);
#if defined(PBR)
return vec4(applyLight(material.rgb, color.rgb), color.a * vColor.a);
#else
//
// apply dynamic lights (except additive)
//
@ -492,6 +647,7 @@ vec4 getLightColor(vec4 material, vec4 materialSpec, float fogdist, float fogfac
// prevent any unintentional messing around with the alpha.
return vec4(material.rgb * color.rgb + materialSpec.rgb * specular.rgb, material.a * vColor.a);
#endif
}
//===========================================================================