mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
171 lines
4.7 KiB
GLSL
171 lines
4.7 KiB
GLSL
#version 330 core
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const int numLights=1;
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const float PI = 3.14159;
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in vec3 fragPos;
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in vec3 tan;
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in vec3 biTan;
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in vec3 norm;
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in vec2 texCoords;
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out vec4 FragColor;
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//layout (location = 1) out vec4 BrightColor;
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//0-POINT,1-DIRECTIONAL,2-SPOT
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struct Light{
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int type;
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vec3 pos, color, direction;
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float innerAngle, outerAngle;
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float a, b, c, near, far;
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sampler2D depthMap;
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samplerCube depthMapCube;
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mat4 lightMat;
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};
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struct FlatTexture{
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float mixRatio;
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sampler2D pastTexture, nextTexture;
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bool animated;
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};
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uniform Light lights[numLights];
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uniform FlatTexture textures[5];
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uniform samplerCube irradianceMap, postFilterMap;
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uniform sampler2D brdfIntegrationMap;
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uniform bool albedoMapEnabled;
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uniform bool normalMapEnabled;
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uniform bool roughnessMapEnabled;
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uniform bool metalnessMapEnabled;
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uniform bool ambientOcclutionMapEnabled;
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uniform bool environmentMapEnabled;
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uniform vec4 albedoColor;
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uniform float roughnessVal;
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uniform float metalnessVal;
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uniform float ambientOcclusion;
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uniform vec3 camPos;
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float trowbridgeReitz(vec3 n, vec3 h, float a){
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return a * a / (PI * pow(pow(max(dot(n, h), 0), 2) * (a * a - 1) + 1, 2));
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}
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float schlickGGX(vec3 vec1, vec3 vec2, float k){
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float dotProd = max(dot(vec1, vec2), 0);
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return dotProd / max(dotProd * (1 - k) + k, .000001);
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}
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float geoSmith(vec3 n, vec3 v, vec3 l, float k){
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float ggx1 = schlickGGX(n, v, k);
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float ggx2 = schlickGGX(n, l, k);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(vec3 v, vec3 h, vec3 f0){
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return f0 + (vec3(1) - f0) * pow(1 - max(dot(v, h), 0), 5);
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}
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vec3 fresnelSchlickRoughness(vec3 n, vec3 v, vec3 f0, float roughness) {
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return f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - max(dot(n, v), 0), 5.0);
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}
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vec3 lambertDiffuse(vec4 color){
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return (color / PI).xyz;
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}
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void main() {
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vec3 normal = norm;
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if(normalMapEnabled) {
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mat3 normMat = mat3(tan, biTan, norm);
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vec3 n = normalize(texture(textures[1].pastTexture, texCoords).rgb * 2 - 1);
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normal = normMat * n;
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}
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vec3 viewDir = normalize(camPos - fragPos);
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vec4 albedo = albedoColor;
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if(albedoMapEnabled)
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albedo = texture(textures[0].pastTexture, texCoords);
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float roughness = roughnessVal;
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if(roughnessMapEnabled)
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roughness = texture(textures[2].pastTexture, texCoords).r;
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float metalness = metalnessVal;
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if(metalnessMapEnabled)
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metalness = texture(textures[3].pastTexture, texCoords).r;
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vec3 f0 = mix(vec3(.04), albedo.rgb, metalness);
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vec3 totalLightColor = vec3(0);
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for(int i = 0; i < numLights; ++i){
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vec3 lightDir;
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float dist = length(lights[i].pos - fragPos), attenuation = 1, a = lights[i].a, b = lights[i].b, c = lights[i].c;
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if(lights[i].type == 0){
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lightDir = normalize(lights[i].pos - fragPos);
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attenuation = 1 / (dist * dist);
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}
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else if(lights[i].type == 1){
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lightDir = -normalize(lights[i].direction);
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}
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else if(lights[i].type == 2){
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lightDir = normalize(lights[i].pos - fragPos);
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attenuation = 1 / (dist * dist);
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}
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vec3 halfVec = normalize(lightDir + normal);
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float D = trowbridgeReitz(normal, halfVec, roughness * roughness);
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float k = pow(roughness + 1, 2) / 8.0;
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float G = geoSmith(normal, viewDir, lightDir, k);
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vec3 F = fresnelSchlick(viewDir, halfVec, f0);
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float nDotV = max(dot(viewDir, normal), 0);
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float nDotL = max(dot(lightDir, normal), 0);
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vec3 cookTor = D * G * F / max(4 * nDotV * nDotL, .000001);
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vec3 fDiff = lambertDiffuse(albedo);
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vec3 kDiff = (vec3(1) - F) * (1 - metalness);
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totalLightColor += (kDiff * fDiff + cookTor) * lights[i].color * attenuation * nDotL;
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}
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vec3 specular = vec3(.03), F = vec3(0);
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if(environmentMapEnabled){
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// 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.
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vec3 reflVec = reflect(-viewDir, normalize(fragPos + normal));
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const float MAX_REFLECTION_LOD = 4.0;
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vec3 prefilteredColor = textureLod(postFilterMap, reflVec, roughness * MAX_REFLECTION_LOD).rgb;
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vec2 brdf = texture(brdfIntegrationMap, vec2(max(dot(normal, viewDir), 0.0), roughness)).rg;
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F = fresnelSchlickRoughness(normal, viewDir, f0, roughness);
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specular = prefilteredColor;
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specular = prefilteredColor * (F * brdf.x + brdf.y);
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}
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float ao = ambientOcclusion;
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vec3 irradiance = texture(irradianceMap, normal).rgb;
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vec3 diffuse = irradiance * albedo.rgb;
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vec3 kD = (vec3(1) - F) * (1 - metalness);
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vec3 totalAmbientColor = (kD * diffuse + specular) * ao;
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vec4 finalColor = vec4(totalLightColor + totalAmbientColor, 1);
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float brightness = dot(finalColor.rgb, vec3(0.2126, 0.7152, 0.0722));
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/*
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if(brightness > 1)
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BrightColor = vec4(finalColor.rgb, 1);
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*/
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finalColor.rgb /= finalColor.rgb + vec3(1.0);
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finalColor.rgb = pow(finalColor.rgb, vec3(1.0 / 2.2));
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FragColor = finalColor;
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}
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