procedural-3d-engine/shaders/glsl/pbrtexture/pbrtexture.frag
2023-05-09 21:03:02 +02:00

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4.8 KiB
GLSL

#version 450
layout (location = 0) in vec3 inWorldPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec4 inTangent;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 model;
mat4 view;
vec3 camPos;
} ubo;
layout (binding = 1) uniform UBOParams {
vec4 lights[4];
float exposure;
float gamma;
} uboParams;
layout (binding = 2) uniform samplerCube samplerIrradiance;
layout (binding = 3) uniform sampler2D samplerBRDFLUT;
layout (binding = 4) uniform samplerCube prefilteredMap;
layout (binding = 5) uniform sampler2D albedoMap;
layout (binding = 6) uniform sampler2D normalMap;
layout (binding = 7) uniform sampler2D aoMap;
layout (binding = 8) uniform sampler2D metallicMap;
layout (binding = 9) uniform sampler2D roughnessMap;
layout (location = 0) out vec4 outColor;
#define PI 3.1415926535897932384626433832795
#define ALBEDO pow(texture(albedoMap, inUV).rgb, vec3(2.2))
// From http://filmicgames.com/archives/75
vec3 Uncharted2Tonemap(vec3 x)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
}
// Normal Distribution function --------------------------------------
float D_GGX(float dotNH, float roughness)
{
float alpha = roughness * roughness;
float alpha2 = alpha * alpha;
float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
return (alpha2)/(PI * denom*denom);
}
// Geometric Shadowing function --------------------------------------
float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float GL = dotNL / (dotNL * (1.0 - k) + k);
float GV = dotNV / (dotNV * (1.0 - k) + k);
return GL * GV;
}
// Fresnel function ----------------------------------------------------
vec3 F_Schlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 F_SchlickR(float cosTheta, vec3 F0, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 prefilteredReflection(vec3 R, float roughness)
{
const float MAX_REFLECTION_LOD = 9.0; // todo: param/const
float lod = roughness * MAX_REFLECTION_LOD;
float lodf = floor(lod);
float lodc = ceil(lod);
vec3 a = textureLod(prefilteredMap, R, lodf).rgb;
vec3 b = textureLod(prefilteredMap, R, lodc).rgb;
return mix(a, b, lod - lodf);
}
vec3 specularContribution(vec3 L, vec3 V, vec3 N, vec3 F0, float metallic, float roughness)
{
// Precalculate vectors and dot products
vec3 H = normalize (V + L);
float dotNH = clamp(dot(N, H), 0.0, 1.0);
float dotNV = clamp(dot(N, V), 0.0, 1.0);
float dotNL = clamp(dot(N, L), 0.0, 1.0);
// Light color fixed
vec3 lightColor = vec3(1.0);
vec3 color = vec3(0.0);
if (dotNL > 0.0) {
// D = Normal distribution (Distribution of the microfacets)
float D = D_GGX(dotNH, roughness);
// G = Geometric shadowing term (Microfacets shadowing)
float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
// F = Fresnel factor (Reflectance depending on angle of incidence)
vec3 F = F_Schlick(dotNV, F0);
vec3 spec = D * F * G / (4.0 * dotNL * dotNV + 0.001);
vec3 kD = (vec3(1.0) - F) * (1.0 - metallic);
color += (kD * ALBEDO / PI + spec) * dotNL;
}
return color;
}
vec3 calculateNormal()
{
vec3 tangentNormal = texture(normalMap, inUV).xyz * 2.0 - 1.0;
vec3 N = normalize(inNormal);
vec3 T = normalize(inTangent.xyz);
vec3 B = normalize(cross(N, T));
mat3 TBN = mat3(T, B, N);
return normalize(TBN * tangentNormal);
}
void main()
{
vec3 N = calculateNormal();
vec3 V = normalize(ubo.camPos - inWorldPos);
vec3 R = reflect(-V, N);
float metallic = texture(metallicMap, inUV).r;
float roughness = texture(roughnessMap, inUV).r;
vec3 F0 = vec3(0.04);
F0 = mix(F0, ALBEDO, metallic);
vec3 Lo = vec3(0.0);
for(int i = 0; i < uboParams.lights[i].length(); i++) {
vec3 L = normalize(uboParams.lights[i].xyz - inWorldPos);
Lo += specularContribution(L, V, N, F0, metallic, roughness);
}
vec2 brdf = texture(samplerBRDFLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
vec3 reflection = prefilteredReflection(R, roughness).rgb;
vec3 irradiance = texture(samplerIrradiance, N).rgb;
// Diffuse based on irradiance
vec3 diffuse = irradiance * ALBEDO;
vec3 F = F_SchlickR(max(dot(N, V), 0.0), F0, roughness);
// Specular reflectance
vec3 specular = reflection * (F * brdf.x + brdf.y);
// Ambient part
vec3 kD = 1.0 - F;
kD *= 1.0 - metallic;
vec3 ambient = (kD * diffuse + specular) * texture(aoMap, inUV).rrr;
vec3 color = ambient + Lo;
// Tone mapping
color = Uncharted2Tonemap(color * uboParams.exposure);
color = color * (1.0f / Uncharted2Tonemap(vec3(11.2f)));
// Gamma correction
color = pow(color, vec3(1.0f / uboParams.gamma));
outColor = vec4(color, 1.0);
}