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Diffstat (limited to 'examples/models/resources/shaders/glsl100/brdf.fs')
| -rw-r--r-- | examples/models/resources/shaders/glsl100/brdf.fs | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/examples/models/resources/shaders/glsl100/brdf.fs b/examples/models/resources/shaders/glsl100/brdf.fs new file mode 100644 index 00000000..d04bc661 --- /dev/null +++ b/examples/models/resources/shaders/glsl100/brdf.fs @@ -0,0 +1,133 @@ +/******************************************************************************************* +* +* 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); +} |
