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| author | Ray <[email protected]> | 2019-01-10 16:57:15 +0100 |
|---|---|---|
| committer | GitHub <[email protected]> | 2019-01-10 16:57:15 +0100 |
| commit | 56173d7cf457413fd56e26967becc7c5054aa2cf (patch) | |
| tree | f1428e583f4ed5ee8c7060c47da55e8ce0194882 /examples/models/resources/shaders | |
| parent | 6056a2a5cf2aa939a10e807e452ed43d4b67f1ce (diff) | |
| parent | 93471b0a7c75fc675f27fc74dfda281eb8310a7a (diff) | |
| download | raylib-56173d7cf457413fd56e26967becc7c5054aa2cf.tar.gz raylib-56173d7cf457413fd56e26967becc7c5054aa2cf.zip | |
Merge branch 'master' into window-visibility
Diffstat (limited to 'examples/models/resources/shaders')
| -rw-r--r-- | examples/models/resources/shaders/brdf.fs | 73 | ||||
| -rw-r--r-- | examples/models/resources/shaders/cubemap.fs | 4 | ||||
| -rw-r--r-- | examples/models/resources/shaders/cubemap.vs | 4 | ||||
| -rw-r--r-- | examples/models/resources/shaders/skybox.fs | 4 | ||||
| -rw-r--r-- | examples/models/resources/shaders/skybox.vs | 4 |
5 files changed, 41 insertions, 48 deletions
diff --git a/examples/models/resources/shaders/brdf.fs b/examples/models/resources/shaders/brdf.fs index 59ae384a..3e8777d2 100644 --- a/examples/models/resources/shaders/brdf.fs +++ b/examples/models/resources/shaders/brdf.fs @@ -1,12 +1,15 @@ /******************************************************************************************* * -* rPBR [shader] - Bidirectional reflectance distribution function fragment shader +* BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader +* +* REF: https://github.com/HectorMF/BRDFGenerator * * Copyright (c) 2017 Victor Fisac * **********************************************************************************************/ #version 330 + #define MAX_SAMPLES 1024u // Input vertex attributes (from vertex shader) @@ -18,43 +21,30 @@ const float PI = 3.14159265359; // Output fragment color out vec4 finalColor; -float DistributionGGX(vec3 N, vec3 H, float roughness); -float RadicalInverse_VdC(uint bits); vec2 Hammersley(uint i, uint N); -vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness); +float RadicalInverseVdC(uint bits); float GeometrySchlickGGX(float NdotV, float roughness); float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness); +vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness); vec2 IntegrateBRDF(float NdotV, float roughness); -float DistributionGGX(vec3 N, vec3 H, float roughness) -{ - float a = roughness*roughness; - float a2 = a*a; - float NdotH = max(dot(N, H), 0.0); - float NdotH2 = NdotH*NdotH; - - float nom = a2; - float denom = (NdotH2*(a2 - 1.0) + 1.0); - denom = PI*denom*denom; - - return nom/denom; -} - -float RadicalInverse_VdC(uint bits) +float RadicalInverseVdC(uint bits) { - bits = (bits << 16u) | (bits >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10; // / 0x100000000 + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10; // / 0x100000000 } +// Compute Hammersley coordinates vec2 Hammersley(uint i, uint N) { - return vec2(float(i)/float(N), RadicalInverse_VdC(i)); + return vec2(float(i)/float(N), RadicalInverseVdC(i)); } +// Integrate number of importance samples for (roughness and NoV) vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness) { float a = roughness*roughness; @@ -85,6 +75,7 @@ float GeometrySchlickGGX(float NdotV, float roughness) return nom/denom; } +// Compute the geometry term for the BRDF given roughness squared, NoV, NoL float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); @@ -97,29 +88,31 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) vec2 IntegrateBRDF(float NdotV, float roughness) { - vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV); float A = 0.0; - float B = 0.0; + float B = 0.0; + vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV); vec3 N = vec3(0.0, 0.0, 1.0); - for(uint i = 0u; i < MAX_SAMPLES; i++) + for (int i = 0; i < MAX_SAMPLES; i++) { // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling) - vec2 Xi = Hammersley(i, MAX_SAMPLES); - vec3 H = ImportanceSampleGGX(Xi, N, roughness); - vec3 L = normalize(2.0*dot(V, H)*H - V); - float NdotL = max(L.z, 0.0); - float NdotH = max(H.z, 0.0); - float VdotH = max(dot(V, H), 0.0); + + vec2 Xi = Hammersley(i, MAX_SAMPLES); // Compute a Hammersely coordinate + vec3 H = ImportanceSampleGGX(Xi, N, roughness); // Integrate number of importance samples for (roughness and NoV) + vec3 L = normalize(2.0*dot(V, H)*H - V); // Compute reflection vector L + + float NdotL = max(L.z, 0.0); // Compute normal dot light + float NdotH = max(H.z, 0.0); // Compute normal dot half + float VdotH = max(dot(V, H), 0.0); // Compute view dot half if (NdotL > 0.0) { - float G = GeometrySmith(N, V, L, roughness); - float G_Vis = (G*VdotH)/(NdotH*NdotV); - float Fc = pow(1.0 - VdotH, 5.0); + float G = GeometrySmith(N, V, L, roughness); // Compute the geometry term for the BRDF given roughness squared, NoV, NoL + float GVis = (G*VdotH)/(NdotH*NdotV); // Compute the visibility term given G, VoH, NoH, NoV, NoL + float Fc = pow(1.0 - VdotH, 5.0); // Compute the fresnel term given VoH - A += (1.0 - Fc)*G_Vis; - B += Fc*G_Vis; + A += (1.0 - Fc)*GVis; // Sum the result given fresnel, geometry, visibility + B += Fc*GVis; } } diff --git a/examples/models/resources/shaders/cubemap.fs b/examples/models/resources/shaders/cubemap.fs index 09ae62f5..e8e28536 100644 --- a/examples/models/resources/shaders/cubemap.fs +++ b/examples/models/resources/shaders/cubemap.fs @@ -9,7 +9,7 @@ #version 330 // Input vertex attributes (from vertex shader) -in vec3 fragPos; +in vec3 fragPosition; // Input uniform values uniform sampler2D equirectangularMap; @@ -28,7 +28,7 @@ vec2 SampleSphericalMap(vec3 v) void main() { // Normalize local position - vec2 uv = SampleSphericalMap(normalize(fragPos)); + vec2 uv = SampleSphericalMap(normalize(fragPosition)); // Fetch color from texture map vec3 color = texture(equirectangularMap, uv).rgb; diff --git a/examples/models/resources/shaders/cubemap.vs b/examples/models/resources/shaders/cubemap.vs index 6e0bf4e1..5721eaa2 100644 --- a/examples/models/resources/shaders/cubemap.vs +++ b/examples/models/resources/shaders/cubemap.vs @@ -16,12 +16,12 @@ uniform mat4 projection; uniform mat4 view; // Output vertex attributes (to fragment shader) -out vec3 fragPos; +out vec3 fragPosition; void main() { // Calculate fragment position based on model transformations - fragPos = vertexPosition; + fragPosition = vertexPosition; // Calculate final vertex position gl_Position = projection*view*vec4(vertexPosition, 1.0); diff --git a/examples/models/resources/shaders/skybox.fs b/examples/models/resources/shaders/skybox.fs index 0bd2f320..053a2517 100644 --- a/examples/models/resources/shaders/skybox.fs +++ b/examples/models/resources/shaders/skybox.fs @@ -9,7 +9,7 @@ #version 330 // Input vertex attributes (from vertex shader) -in vec3 fragPos; +in vec3 fragPosition; // Input uniform values uniform samplerCube environmentMap; @@ -20,7 +20,7 @@ out vec4 finalColor; void main() { // Fetch color from texture map - vec3 color = texture(environmentMap, fragPos).rgb; + vec3 color = texture(environmentMap, fragPosition).rgb; // Apply gamma correction color = color/(color + vec3(1.0)); diff --git a/examples/models/resources/shaders/skybox.vs b/examples/models/resources/shaders/skybox.vs index f40d615c..dcbe6c3d 100644 --- a/examples/models/resources/shaders/skybox.vs +++ b/examples/models/resources/shaders/skybox.vs @@ -16,12 +16,12 @@ uniform mat4 projection; uniform mat4 view; // Output vertex attributes (to fragment shader) -out vec3 fragPos; +out vec3 fragPosition; void main() { // Calculate fragment position based on model transformations - fragPos = vertexPosition; + fragPosition = vertexPosition; // Remove translation from the view matrix mat4 rotView = mat4(mat3(view)); |
