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Diffstat (limited to 'examples/models/resources/shaders/glsl100/pbr.fs')
| -rw-r--r-- | examples/models/resources/shaders/glsl100/pbr.fs | 298 |
1 files changed, 298 insertions, 0 deletions
diff --git a/examples/models/resources/shaders/glsl100/pbr.fs b/examples/models/resources/shaders/glsl100/pbr.fs new file mode 100644 index 00000000..38d56c5d --- /dev/null +++ b/examples/models/resources/shaders/glsl100/pbr.fs @@ -0,0 +1,298 @@ +/******************************************************************************************* +* +* rPBR [shader] - Physically based rendering fragment shader +* +* Copyright (c) 2017 Victor Fisac +* +**********************************************************************************************/ + +#version 330 + +#define MAX_REFLECTION_LOD 4.0 +#define MAX_DEPTH_LAYER 20 +#define MIN_DEPTH_LAYER 10 + +#define MAX_LIGHTS 4 +#define LIGHT_DIRECTIONAL 0 +#define LIGHT_POINT 1 + +struct MaterialProperty { + vec3 color; + int useSampler; + sampler2D sampler; +}; + +struct Light { + int enabled; + int type; + vec3 position; + vec3 target; + vec4 color; +}; + +// Input vertex attributes (from vertex shader) +in vec3 fragPosition; +in vec2 fragTexCoord; +in vec3 fragNormal; +in vec3 fragTangent; +in vec3 fragBinormal; + +// Input material values +uniform MaterialProperty albedo; +uniform MaterialProperty normals; +uniform MaterialProperty metalness; +uniform MaterialProperty roughness; +uniform MaterialProperty occlusion; +uniform MaterialProperty emission; +uniform MaterialProperty height; + +// Input uniform values +uniform samplerCube irradianceMap; +uniform samplerCube prefilterMap; +uniform sampler2D brdfLUT; + +// Input lighting values +uniform Light lights[MAX_LIGHTS]; + +// Other uniform values +uniform int renderMode; +uniform vec3 viewPos; +vec2 texCoord; + +// Constant values +const float PI = 3.14159265359; + +// Output fragment color +out vec4 finalColor; + +vec3 ComputeMaterialProperty(MaterialProperty property); +float DistributionGGX(vec3 N, vec3 H, float roughness); +float GeometrySchlickGGX(float NdotV, float roughness); +float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness); +vec3 fresnelSchlick(float cosTheta, vec3 F0); +vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness); +vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir); + +vec3 ComputeMaterialProperty(MaterialProperty property) +{ + vec3 result = vec3(0.0, 0.0, 0.0); + + if (property.useSampler == 1) result = texture(property.sampler, texCoord).rgb; + else result = property.color; + + return result; +} + +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 GeometrySchlickGGX(float NdotV, float roughness) +{ + float r = (roughness + 1.0); + float k = r*r/8.0; + + float nom = NdotV; + float denom = NdotV*(1.0 - k) + k; + + return nom/denom; +} +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; +} + +vec3 fresnelSchlick(float cosTheta, vec3 F0) +{ + return F0 + (1.0 - F0)*pow(1.0 - cosTheta, 5.0); +} + +vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) +{ + return F0 + (max(vec3(1.0 - roughness), F0) - F0)*pow(1.0 - cosTheta, 5.0); +} + +vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) +{ + // Calculate the number of depth layers and calculate the size of each layer + float numLayers = mix(MAX_DEPTH_LAYER, MIN_DEPTH_LAYER, abs(dot(vec3(0.0, 0.0, 1.0), viewDir))); + float layerDepth = 1.0/numLayers; + + // Calculate depth of current layer + float currentLayerDepth = 0.0; + + // Calculate the amount to shift the texture coordinates per layer (from vector P) + // Note: height amount is stored in height material attribute color R channel (sampler use is independent) + vec2 P = viewDir.xy*height.color.r; + vec2 deltaTexCoords = P/numLayers; + + // Store initial texture coordinates and depth values + vec2 currentTexCoords = texCoords; + float currentDepthMapValue = texture(height.sampler, currentTexCoords).r; + + while (currentLayerDepth < currentDepthMapValue) + { + // Shift texture coordinates along direction of P + currentTexCoords -= deltaTexCoords; + + // Get depth map value at current texture coordinates + currentDepthMapValue = texture(height.sampler, currentTexCoords).r; + + // Get depth of next layer + currentLayerDepth += layerDepth; + } + + // Get texture coordinates before collision (reverse operations) + vec2 prevTexCoords = currentTexCoords + deltaTexCoords; + + // Get depth after and before collision for linear interpolation + float afterDepth = currentDepthMapValue - currentLayerDepth; + float beforeDepth = texture(height.sampler, prevTexCoords).r - currentLayerDepth + layerDepth; + + // Interpolation of texture coordinates + float weight = afterDepth/(afterDepth - beforeDepth); + vec2 finalTexCoords = prevTexCoords*weight + currentTexCoords*(1.0 - weight); + + return finalTexCoords; +} + +void main() +{ + // Calculate TBN and RM matrices + mat3 TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal)); + + // Calculate lighting required attributes + vec3 normal = normalize(fragNormal); + vec3 view = normalize(viewPos - fragPosition); + vec3 refl = reflect(-view, normal); + + // Check if parallax mapping is enabled and calculate texture coordinates to use based on height map + // NOTE: remember that 'texCoord' variable must be assigned before calling any ComputeMaterialProperty() function + if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view); + else texCoord = fragTexCoord; // Use default texture coordinates + + // Fetch material values from texture sampler or color attributes + vec3 color = ComputeMaterialProperty(albedo); + vec3 metal = ComputeMaterialProperty(metalness); + vec3 rough = ComputeMaterialProperty(roughness); + vec3 emiss = ComputeMaterialProperty(emission); + vec3 ao = ComputeMaterialProperty(occlusion); + + // Check if normal mapping is enabled + if (normals.useSampler == 1) + { + // Fetch normal map color and transform lighting values to tangent space + normal = ComputeMaterialProperty(normals); + normal = normalize(normal*2.0 - 1.0); + normal = normalize(normal*TBN); + + // Convert tangent space normal to world space due to cubemap reflection calculations + refl = normalize(reflect(-view, normal)); + } + + // Calculate reflectance at normal incidence + vec3 F0 = vec3(0.04); + F0 = mix(F0, color, metal.r); + + // Calculate lighting for all lights + vec3 Lo = vec3(0.0); + vec3 lightDot = vec3(0.0); + + for (int i = 0; i < MAX_LIGHTS; i++) + { + if (lights[i].enabled == 1) + { + // Calculate per-light radiance + vec3 light = vec3(0.0); + vec3 radiance = lights[i].color.rgb; + if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position); + else if (lights[i].type == LIGHT_POINT) + { + light = normalize(lights[i].position - fragPosition); + float distance = length(lights[i].position - fragPosition); + float attenuation = 1.0/(distance*distance); + radiance *= attenuation; + } + + // Cook-torrance BRDF + vec3 high = normalize(view + light); + float NDF = DistributionGGX(normal, high, rough.r); + float G = GeometrySmith(normal, view, light, rough.r); + vec3 F = fresnelSchlick(max(dot(high, view), 0.0), F0); + vec3 nominator = NDF*G*F; + float denominator = 4*max(dot(normal, view), 0.0)*max(dot(normal, light), 0.0) + 0.001; + vec3 brdf = nominator/denominator; + + // Store to kS the fresnel value and calculate energy conservation + vec3 kS = F; + vec3 kD = vec3(1.0) - kS; + + // Multiply kD by the inverse metalness such that only non-metals have diffuse lighting + kD *= 1.0 - metal.r; + + // Scale light by dot product between normal and light direction + float NdotL = max(dot(normal, light), 0.0); + + // Add to outgoing radiance Lo + // Note: BRDF is already multiplied by the Fresnel so it doesn't need to be multiplied again + Lo += (kD*color/PI + brdf)*radiance*NdotL*lights[i].color.a; + lightDot += radiance*NdotL + brdf*lights[i].color.a; + } + } + + // Calculate ambient lighting using IBL + vec3 F = fresnelSchlickRoughness(max(dot(normal, view), 0.0), F0, rough.r); + vec3 kS = F; + vec3 kD = 1.0 - kS; + kD *= 1.0 - metal.r; + + // Calculate indirect diffuse + vec3 irradiance = texture(irradianceMap, fragNormal).rgb; + vec3 diffuse = color*irradiance; + + // Sample both the prefilter map and the BRDF lut and combine them together as per the Split-Sum approximation + vec3 prefilterColor = textureLod(prefilterMap, refl, rough.r*MAX_REFLECTION_LOD).rgb; + vec2 brdf = texture(brdfLUT, vec2(max(dot(normal, view), 0.0), rough.r)).rg; + vec3 reflection = prefilterColor*(F*brdf.x + brdf.y); + + // Calculate final lighting + vec3 ambient = (kD*diffuse + reflection)*ao; + + // Calculate fragment color based on render mode + vec3 fragmentColor = ambient + Lo + emiss; // Physically Based Rendering + + if (renderMode == 1) fragmentColor = color; // Albedo + else if (renderMode == 2) fragmentColor = normal; // Normals + else if (renderMode == 3) fragmentColor = metal; // Metalness + else if (renderMode == 4) fragmentColor = rough; // Roughness + else if (renderMode == 5) fragmentColor = ao; // Ambient Occlusion + else if (renderMode == 6) fragmentColor = emiss; // Emission + else if (renderMode == 7) fragmentColor = lightDot; // Lighting + else if (renderMode == 8) fragmentColor = kS; // Fresnel + else if (renderMode == 9) fragmentColor = irradiance; // Irradiance + else if (renderMode == 10) fragmentColor = reflection; // Reflection + + // Apply HDR tonemapping + fragmentColor = fragmentColor/(fragmentColor + vec3(1.0)); + + // Apply gamma correction + fragmentColor = pow(fragmentColor, vec3(1.0/2.2)); + + // Calculate final fragment color + finalColor = vec4(fragmentColor, 1.0); +} |
