Added basic HDR rendering example (wip)

This commit is contained in:
saschawillems 2017-01-29 16:03:31 +01:00
parent 55771091de
commit cbfdfc904b
17 changed files with 1518 additions and 1 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 0) uniform sampler2D samplerColor0;
layout (binding = 1) uniform sampler2D samplerColor1;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout (constant_id = 0) const int dir = 0;
void main(void)
{
// From the OpenGL Super bible
const float weights[] = float[](0.0024499299678342,
0.0043538453346397,
0.0073599963704157,
0.0118349786570722,
0.0181026699707781,
0.0263392293891488,
0.0364543006660986,
0.0479932050577658,
0.0601029809166942,
0.0715974486241365,
0.0811305381519717,
0.0874493212267511,
0.0896631113333857,
0.0874493212267511,
0.0811305381519717,
0.0715974486241365,
0.0601029809166942,
0.0479932050577658,
0.0364543006660986,
0.0263392293891488,
0.0181026699707781,
0.0118349786570722,
0.0073599963704157,
0.0043538453346397,
0.0024499299678342);
const float blurScale = 0.003;
const float blurStrength = 1.0;
float ar = 1.0;
// Aspect ratio for vertical blur pass
if (dir == 1)
{
vec2 ts = textureSize(samplerColor1, 0);
ar = ts.y / ts.x;
}
vec2 P = inUV.yx - vec2(0, (weights.length() >> 1) * ar * blurScale);
vec4 color = vec4(0.0);
for (int i = 0; i < weights.length(); i++)
{
vec2 dv = vec2(0.0, i * blurScale) * ar;
color += texture(samplerColor1, P + dv) * weights[i] * blurStrength;
}
outColor = color;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 0) uniform sampler2D samplerColor0;
layout (binding = 1) uniform sampler2D samplerColor1;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = texture(samplerColor0, inUV);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerEnvMap;
layout (location = 0) in vec3 inUVW;
layout (location = 1) in vec3 inPos;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in mat4 inInvModelView;
layout (location = 0) out vec4 outColor0;
layout (location = 1) out vec4 outColor1;
layout (constant_id = 0) const int type = 0;
#define PI 3.1415926
#define TwoPI (2.0 * PI)
layout (binding = 2) uniform UBO {
float exposure;
} ubo;
vec2 envMapEquirect(vec3 normal)
{
float phi = acos(-normal.y);
float theta = atan(-1.0 * normal.x, normal.z) + PI;
return vec2(theta / TwoPI, phi / PI);
}
void main()
{
vec4 color;
vec3 wcNormal;
switch (type) {
case 0: // Skybox
{
vec3 normal = normalize(inUVW);
color = texture(samplerEnvMap, envMapEquirect(normal));
}
break;
case 1: // Reflect
{
vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
vec3 normal = normalize(inNormal);
vec3 wNormal = mat3(inInvModelView) * normal;
float NdotL = max(dot(normal, inLightVec), 0.0);
vec3 eyeDir = normalize(inViewVec);
vec3 halfVec = normalize(inLightVec + eyeDir);
float NdotH = max(dot(normal, halfVec), 0.0);
float NdotV = max(dot(normal, eyeDir), 0.0);
float VdotH = max(dot(eyeDir, halfVec), 0.0);
// Geometric attenuation
float NH2 = 2.0 * NdotH;
float g1 = (NH2 * NdotV) / VdotH;
float g2 = (NH2 * NdotL) / VdotH;
float geoAtt = min(1.0, min(g1, g2));
const float F0 = 0.6;
const float k = 0.2;
// Fresnel (schlick approximation)
float fresnel = pow(1.0 - VdotH, 5.0);
fresnel *= (1.0 - F0);
fresnel += F0;
float spec = (fresnel * geoAtt) / (NdotV * NdotL * 3.14);
color = texture(samplerEnvMap, envMapEquirect(reflect(-wViewVec, wNormal)));
color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
}
break;
case 2: // Refract
{
vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
vec3 wNormal = mat3(inInvModelView) * inNormal;
color = texture(samplerEnvMap, envMapEquirect(refract(-wViewVec, wNormal, 1.0/1.6)));
}
break;
}
// Color with manual exposure into attachment 0
outColor0.rgb = vec3(1.0) - exp(-color.rgb * ubo.exposure);
// Bright parts for bloom into attachment 1
float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
float threshold = 0.75;
outColor1.rgb = (l > threshold) ? outColor0.rgb : vec3(0.0);
outColor1.a = 1.0;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (constant_id = 0) const int type = 0;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 modelview;
} ubo;
layout (location = 0) out vec3 outUVW;
layout (location = 1) out vec3 outPos;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out mat4 outInvModelView;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUVW = inPos;
outUVW.x *= -1.0;
switch(type) {
case 0: // Skybox
outPos = vec3(mat3(ubo.modelview) * inPos);
gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
break;
case 1: // Object
outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
break;
}
outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
outNormal = mat3(ubo.modelview) * inNormal;
outInvModelView = inverse(ubo.modelview);
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
}

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