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+/*******************************************************************************************
+*
+* BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader
+*
+* REF: https://github.com/HectorMF/BRDFGenerator
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+
+// Constant values
+const float PI = 3.14159265359;
+const uint MAX_SAMPLES = 1024u;
+
+// Output fragment color
+out vec4 finalColor;
+
+vec2 Hammersley(uint i, uint N);
+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 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
+}
+
+// Compute Hammersley coordinates
+vec2 Hammersley(uint i, uint N)
+{
+ 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;
+ float phi = 2.0 * PI * Xi.x;
+ float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
+ float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
+
+ // Transform from spherical coordinates to cartesian coordinates (halfway vector)
+ vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
+
+ // Transform from tangent space H vector to world space sample vector
+ vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
+ vec3 tangent = normalize(cross(up, N));
+ vec3 bitangent = cross(N, tangent);
+ vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
+
+ return normalize(sampleVec);
+}
+
+float GeometrySchlickGGX(float NdotV, float roughness)
+{
+ // For IBL k is calculated different
+ float k = (roughness*roughness)/2.0;
+
+ float nom = NdotV;
+ float denom = NdotV*(1.0 - k) + k;
+
+ 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);
+ float NdotL = max(dot(N, L), 0.0);
+ float ggx2 = GeometrySchlickGGX(NdotV, roughness);
+ float ggx1 = GeometrySchlickGGX(NdotL, roughness);
+
+ return ggx1*ggx2;
+}
+
+vec2 IntegrateBRDF(float NdotV, float roughness)
+{
+ float A = 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++)
+ {
+ // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
+
+ 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); // 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)*GVis; // Sum the result given fresnel, geometry, visibility
+ B += Fc*GVis;
+ }
+ }
+
+ // Calculate brdf average sample
+ A /= float(MAX_SAMPLES);
+ B /= float(MAX_SAMPLES);
+
+ return vec2(A, B);
+}
+
+void main()
+{
+ // Calculate brdf based on texture coordinates
+ vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y);
+
+ // Calculate final fragment color
+ finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0);
+}