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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, 0 insertions, 133 deletions
diff --git a/examples/models/resources/shaders/glsl100/brdf.fs b/examples/models/resources/shaders/glsl100/brdf.fs deleted file mode 100644 index d04bc661..00000000 --- a/examples/models/resources/shaders/glsl100/brdf.fs +++ /dev/null @@ -1,133 +0,0 @@ -/******************************************************************************************* -* -* 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); -} |
