Added PBR image based lighting example
This commit is contained in:
parent
1d0938a001
commit
d1c07df7c0
15 changed files with 944 additions and 0 deletions
38
data/shaders/pbribl/skybox.frag
Normal file
38
data/shaders/pbribl/skybox.frag
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
#version 450
|
||||
|
||||
layout (binding = 2) uniform samplerCube samplerEnv;
|
||||
|
||||
layout (location = 0) in vec3 inUVW;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
|
||||
layout (binding = 1) uniform UBOShared {
|
||||
float exposure;
|
||||
float gamma;
|
||||
} uboShared;
|
||||
|
||||
// From http://filmicworlds.com/blog/filmic-tonemapping-operators/
|
||||
vec3 Uncharted2Tonemap(vec3 color)
|
||||
{
|
||||
float A = 0.15;
|
||||
float B = 0.50;
|
||||
float C = 0.10;
|
||||
float D = 0.20;
|
||||
float E = 0.02;
|
||||
float F = 0.30;
|
||||
float W = 11.2;
|
||||
return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = pow(texture(samplerEnv, inUVW).rgb, vec3(2.2));
|
||||
|
||||
color = Uncharted2Tonemap(color * uboShared.exposure);
|
||||
color = color * (1.0 / Uncharted2Tonemap(vec3(11.2)));
|
||||
|
||||
// gamma correction
|
||||
color = pow(color, vec3(1.0 / uboShared.gamma));
|
||||
|
||||
outColor = vec4(color, 1.0);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue