Files
vb01/pbr.frag
T
devZoGok 56d4a631a2 improved reflections
minor code improvements and bugfixes
2021-11-29 21:14:48 +02:00

171 lines
4.7 KiB
GLSL

#version 330 core
const int numLights=1;
const float PI = 3.14159;
in vec3 fragPos;
in vec3 tan;
in vec3 biTan;
in vec3 norm;
in vec2 texCoords;
out vec4 FragColor;
//layout (location = 1) out vec4 BrightColor;
//0-POINT,1-DIRECTIONAL,2-SPOT
struct Light{
int type;
vec3 pos, color, direction;
float innerAngle, outerAngle;
float a, b, c, near, far;
sampler2D depthMap;
samplerCube depthMapCube;
mat4 lightMat;
};
struct FlatTexture{
float mixRatio;
sampler2D pastTexture, nextTexture;
bool animated;
};
uniform Light lights[numLights];
uniform FlatTexture textures[5];
uniform samplerCube irradianceMap, postFilterMap;
uniform sampler2D brdfIntegrationMap;
uniform bool albedoMapEnabled;
uniform bool normalMapEnabled;
uniform bool roughnessMapEnabled;
uniform bool metalnessMapEnabled;
uniform bool ambientOcclutionMapEnabled;
uniform bool environmentMapEnabled;
uniform vec4 albedoColor;
uniform float roughnessVal;
uniform float metalnessVal;
uniform float ambientOcclusion;
uniform vec3 camPos;
float trowbridgeReitz(vec3 n, vec3 h, float a){
return a * a / (PI * pow(pow(max(dot(n, h), 0), 2) * (a * a - 1) + 1, 2));
}
float schlickGGX(vec3 vec1, vec3 vec2, float k){
float dotProd = max(dot(vec1, vec2), 0);
return dotProd / max(dotProd * (1 - k) + k, .000001);
}
float geoSmith(vec3 n, vec3 v, vec3 l, float k){
float ggx1 = schlickGGX(n, v, k);
float ggx2 = schlickGGX(n, l, k);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(vec3 v, vec3 h, vec3 f0){
return f0 + (vec3(1) - f0) * pow(1 - max(dot(v, h), 0), 5);
}
vec3 fresnelSchlickRoughness(vec3 n, vec3 v, vec3 f0, float roughness) {
return f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - max(dot(n, v), 0), 5.0);
}
vec3 lambertDiffuse(vec4 color){
return (color / PI).xyz;
}
void main() {
vec3 normal = norm;
if(normalMapEnabled) {
mat3 normMat = mat3(tan, biTan, norm);
vec3 n = normalize(texture(textures[1].pastTexture, texCoords).rgb * 2 - 1);
normal = normMat * n;
}
vec3 viewDir = normalize(camPos - fragPos);
vec4 albedo = albedoColor;
if(albedoMapEnabled)
albedo = texture(textures[0].pastTexture, texCoords);
float roughness = roughnessVal;
if(roughnessMapEnabled)
roughness = texture(textures[2].pastTexture, texCoords).r;
float metalness = metalnessVal;
if(metalnessMapEnabled)
metalness = texture(textures[3].pastTexture, texCoords).r;
vec3 f0 = mix(vec3(.04), albedo.rgb, metalness);
vec3 totalLightColor = vec3(0);
for(int i = 0; i < numLights; ++i){
vec3 lightDir;
float dist = length(lights[i].pos - fragPos), attenuation = 1, a = lights[i].a, b = lights[i].b, c = lights[i].c;
if(lights[i].type == 0){
lightDir = normalize(lights[i].pos - fragPos);
attenuation = 1 / (dist * dist);
}
else if(lights[i].type == 1){
lightDir = -normalize(lights[i].direction);
}
else if(lights[i].type == 2){
lightDir = normalize(lights[i].pos - fragPos);
attenuation = 1 / (dist * dist);
}
vec3 halfVec = normalize(lightDir + normal);
float D = trowbridgeReitz(normal, halfVec, roughness * roughness);
float k = pow(roughness + 1, 2) / 8.0;
float G = geoSmith(normal, viewDir, lightDir, k);
vec3 F = fresnelSchlick(viewDir, halfVec, f0);
float nDotV = max(dot(viewDir, normal), 0);
float nDotL = max(dot(lightDir, normal), 0);
vec3 cookTor = D * G * F / max(4 * nDotV * nDotL, .000001);
vec3 fDiff = lambertDiffuse(albedo);
vec3 kDiff = (vec3(1) - F) * (1 - metalness);
totalLightColor += (kDiff * fDiff + cookTor) * lights[i].color * attenuation * nDotL;
}
vec3 specular = vec3(.03), F = vec3(0);
if(environmentMapEnabled){
// sample both the pre-filter map and the BRDF lut and combine them together as per the Split-Sum approximation to get the IBL specular part.
vec3 reflVec = reflect(-viewDir, normalize(fragPos + normal));
const float MAX_REFLECTION_LOD = 4.0;
vec3 prefilteredColor = textureLod(postFilterMap, reflVec, roughness * MAX_REFLECTION_LOD).rgb;
vec2 brdf = texture(brdfIntegrationMap, vec2(max(dot(normal, viewDir), 0.0), roughness)).rg;
F = fresnelSchlickRoughness(normal, viewDir, f0, roughness);
specular = prefilteredColor;
specular = prefilteredColor * (F * brdf.x + brdf.y);
}
float ao = ambientOcclusion;
vec3 irradiance = texture(irradianceMap, normal).rgb;
vec3 diffuse = irradiance * albedo.rgb;
vec3 kD = (vec3(1) - F) * (1 - metalness);
vec3 totalAmbientColor = (kD * diffuse + specular) * ao;
vec4 finalColor = vec4(totalLightColor + totalAmbientColor, 1);
float brightness = dot(finalColor.rgb, vec3(0.2126, 0.7152, 0.0722));
/*
if(brightness > 1)
BrightColor = vec4(finalColor.rgb, 1);
*/
finalColor.rgb /= finalColor.rgb + vec3(1.0);
finalColor.rgb = pow(finalColor.rgb, vec3(1.0 / 2.2));
FragColor = finalColor;
}