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+/*******************************************************************************************
+*
+* 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);
+}