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 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) { return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); } float quadraticDistanceAttenuation(vec4 lightpos) { float strength = (1.0 + lightpos.w * lightpos.w * 0.25) * 0.5; vec3 distVec = lightpos.xyz - pixelpos.xyz; float attenuation = strength / (1.0 + dot(distVec, distVec)); if (attenuation <= 1.0 / 256.0) return 0.0; return attenuation; } vec3 ProcessMaterial(vec3 albedo, vec3 ambientLight) { vec3 worldpos = pixelpos.xyz; albedo = pow(albedo, vec3(2.2)); // sRGB to linear ambientLight = pow(ambientLight, vec3(2.2)); float metallic = texture(metallictexture, vTexCoord.st).r; float roughness = texture(roughnesstexture, vTexCoord.st).r; float ao = texture(aotexture, vTexCoord.st).r; vec3 N = ApplyNormalMap(); vec3 V = normalize(uCameraPos.xyz - worldpos); vec3 F0 = mix(vec3(0.04), albedo, metallic); vec3 Lo = uDynLightColor.rgb; if (uLightIndex >= 0) { ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1); if (lightRange.z > lightRange.x) { // // modulated lights // for(int i=lightRange.x; i 0.0) { attenuation *= shadowAttenuation(lightpos, lightcolor.a); vec3 radiance = lightcolor.rgb * attenuation; // cook-torrance brdf float NDF = DistributionGGX(N, H, roughness); float G = GeometrySmith(N, V, L, roughness); vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0); vec3 kS = F; vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic); vec3 nominator = NDF * G * F; float denominator = 4.0 * clamp(dot(N, V), 0.0, 1.0) * clamp(dot(N, L), 0.0, 1.0); vec3 specular = nominator / max(denominator, 0.001); Lo += (kD * albedo / PI + specular) * radiance; } } // // subtractive lights // for(int i=lightRange.y; i 0.0) { attenuation *= shadowAttenuation(lightpos, lightcolor.a); vec3 radiance = lightcolor.rgb * attenuation; // cook-torrance brdf float NDF = DistributionGGX(N, H, roughness); float G = GeometrySmith(N, V, L, roughness); vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0); vec3 kS = F; vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic); vec3 nominator = NDF * G * F; float denominator = 4.0 * clamp(dot(N, V), 0.0, 1.0) * clamp(dot(N, L), 0.0, 1.0); vec3 specular = nominator / max(denominator, 0.001); Lo -= (kD * albedo / PI + specular) * radiance; } } } } // Pretend we sampled the sector light level from an irradiance map vec3 F = fresnelSchlickRoughness(clamp(dot(N, V), 0.0, 1.0), F0, roughness); vec3 kS = F; vec3 kD = 1.0 - kS; vec3 irradiance = ambientLight; // texture(irradianceMap, N).rgb vec3 diffuse = irradiance * albedo; //kD *= 1.0 - metallic; //const float MAX_REFLECTION_LOD = 4.0; //vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb; //vec2 envBRDF = texture(brdfLUT, vec2(clamp(dot(N, V), 0.0, 1.0), roughness)).rg; //vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y); //vec3 ambient = (kD * diffuse + specular) * ao; vec3 ambient = (kD * diffuse) * 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)); }