170 lines
No EOL
4.8 KiB
GLSL
170 lines
No EOL
4.8 KiB
GLSL
// Copyright 2020 Google LLC
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struct VSOutput
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{
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[[vk::location(0)]] float3 WorldPos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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};
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struct UBO {
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float4x4 projection;
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float4x4 model;
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float4x4 view;
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float3 camPos;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct UBOParams {
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float4 lights[4];
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float exposure;
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float gamma;
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};
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cbuffer uboParams : register(b1) { UBOParams uboParams; };
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struct PushConsts {
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[[vk::offset(12)]] float roughness;
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[[vk::offset(16)]] float metallic;
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[[vk::offset(20)]] float specular;
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[[vk::offset(24)]] float r;
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[[vk::offset(28)]] float g;
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[[vk::offset(32)]] float b;
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};
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[[vk::push_constant]] PushConsts material;
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TextureCube textureIrradiance : register(t2);
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SamplerState samplerIrradiance : register(s2);
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Texture2D textureBRDFLUT : register(t3);
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SamplerState samplerBRDFLUT : register(s3);
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TextureCube prefilteredMapTexture : register(t4);
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SamplerState prefilteredMapSampler : register(s4);
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#define PI 3.1415926535897932384626433832795
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#define ALBEDO float3(material.r, material.g, material.b)
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// From http://filmicgames.com/archives/75
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float3 Uncharted2Tonemap(float3 x)
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{
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
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}
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// Normal Distribution function --------------------------------------
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float D_GGX(float dotNH, float roughness)
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{
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float alpha = roughness * roughness;
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float alpha2 = alpha * alpha;
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float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
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return (alpha2)/(PI * denom*denom);
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}
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// Geometric Shadowing function --------------------------------------
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float G_SchlicksmithGGX(float dotNL, float dotNV, 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 GL = dotNL / (dotNL * (1.0 - k) + k);
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float GV = dotNV / (dotNV * (1.0 - k) + k);
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return GL * GV;
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}
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// Fresnel function ----------------------------------------------------
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float3 F_Schlick(float cosTheta, float3 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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float3 F_SchlickR(float cosTheta, float3 F0, float roughness)
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{
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return F0 + (max((1.0 - roughness).xxx, F0) - F0) * pow(1.0 - cosTheta, 5.0);
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}
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float3 prefilteredReflection(float3 R, float roughness)
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{
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const float MAX_REFLECTION_LOD = 9.0; // todo: param/const
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float lod = roughness * MAX_REFLECTION_LOD;
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float lodf = floor(lod);
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float lodc = ceil(lod);
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float3 a = prefilteredMapTexture.SampleLevel(prefilteredMapSampler, R, lodf).rgb;
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float3 b = prefilteredMapTexture.SampleLevel(prefilteredMapSampler, R, lodc).rgb;
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return lerp(a, b, lod - lodf);
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}
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float3 specularContribution(float3 L, float3 V, float3 N, float3 F0, float metallic, float roughness)
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{
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// Precalculate vectors and dot products
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float3 H = normalize (V + L);
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float dotNH = clamp(dot(N, H), 0.0, 1.0);
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float dotNV = clamp(dot(N, V), 0.0, 1.0);
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float dotNL = clamp(dot(N, L), 0.0, 1.0);
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// Light color fixed
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float3 lightColor = float3(1.0, 1.0, 1.0);
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float3 color = float3(0.0, 0.0, 0.0);
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if (dotNL > 0.0) {
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// D = Normal distribution (Distribution of the microfacets)
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float D = D_GGX(dotNH, roughness);
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// G = Geometric shadowing term (Microfacets shadowing)
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float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
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// F = Fresnel factor (Reflectance depending on angle of incidence)
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float3 F = F_Schlick(dotNV, F0);
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float3 spec = D * F * G / (4.0 * dotNL * dotNV + 0.001);
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float3 kD = (float3(1.0, 1.0, 1.0) - F) * (1.0 - metallic);
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color += (kD * ALBEDO / PI + spec) * dotNL;
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}
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return color;
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}
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float4 main(VSOutput input) : SV_TARGET
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{
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float3 N = normalize(input.Normal);
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float3 V = normalize(ubo.camPos - input.WorldPos);
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float3 R = reflect(-V, N);
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float metallic = material.metallic;
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float roughness = material.roughness;
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float3 F0 = float3(0.04, 0.04, 0.04);
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F0 = lerp(F0, ALBEDO, metallic);
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float3 Lo = float3(0.0, 0.0, 0.0);
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for(int i = 0; i < 4; i++) {
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float3 L = normalize(uboParams.lights[i].xyz - input.WorldPos);
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Lo += specularContribution(L, V, N, F0, metallic, roughness);
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}
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float2 brdf = textureBRDFLUT.Sample(samplerBRDFLUT, float2(max(dot(N, V), 0.0), roughness)).rg;
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float3 reflection = prefilteredReflection(R, roughness).rgb;
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float3 irradiance = textureIrradiance.Sample(samplerIrradiance, N).rgb;
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// Diffuse based on irradiance
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float3 diffuse = irradiance * ALBEDO;
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float3 F = F_SchlickR(max(dot(N, V), 0.0), F0, roughness);
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// Specular reflectance
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float3 specular = reflection * (F * brdf.x + brdf.y);
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// Ambient part
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float3 kD = 1.0 - F;
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kD *= 1.0 - metallic;
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float3 ambient = (kD * diffuse + specular);
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float3 color = ambient + Lo;
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// Tone mapping
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color = Uncharted2Tonemap(color * uboParams.exposure);
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color = color * (1.0f / Uncharted2Tonemap((11.2f).xxx));
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// Gamma correction
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color = pow(color, (1.0f / uboParams.gamma).xxx);
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return float4(color, 1.0);
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} |