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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform samplerCube samplerEnvMap;
-
- layout (location = 0) in vec3 inUVW;
- layout (location = 1) in vec3 inPos;
- layout (location = 2) in vec3 inNormal;
- layout (location = 3) in vec3 inViewVec;
- layout (location = 4) in vec3 inLightVec;
- layout (location = 5) in mat4 inInvModelView;
-
- layout (location = 0) out vec4 outColor0;
- layout (location = 1) out vec4 outColor1;
-
- layout (constant_id = 0) const int type = 0;
-
- #define PI 3.1415926
- #define TwoPI (2.0 * PI)
-
- layout (binding = 2) uniform UBO {
- float exposure;
- } ubo;
-
- void main()
- {
- vec4 color;
- vec3 wcNormal;
-
- switch (type) {
- case 0: // Skybox
- {
- vec3 normal = normalize(inUVW);
- color = texture(samplerEnvMap, normal);
- }
- break;
-
- case 1: // Reflect
- {
- vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
- vec3 normal = normalize(inNormal);
- vec3 wNormal = mat3(inInvModelView) * normal;
-
- float NdotL = max(dot(normal, inLightVec), 0.0);
-
- vec3 eyeDir = normalize(inViewVec);
- vec3 halfVec = normalize(inLightVec + eyeDir);
- float NdotH = max(dot(normal, halfVec), 0.0);
- float NdotV = max(dot(normal, eyeDir), 0.0);
- float VdotH = max(dot(eyeDir, halfVec), 0.0);
-
- // Geometric attenuation
- float NH2 = 2.0 * NdotH;
- float g1 = (NH2 * NdotV) / VdotH;
- float g2 = (NH2 * NdotL) / VdotH;
- float geoAtt = min(1.0, min(g1, g2));
-
- const float F0 = 0.6;
- const float k = 0.2;
-
- // Fresnel (schlick approximation)
- float fresnel = pow(1.0 - VdotH, 5.0);
- fresnel *= (1.0 - F0);
- fresnel += F0;
-
- float spec = (fresnel * geoAtt) / (NdotV * NdotL * 3.14);
-
- color = texture(samplerEnvMap, reflect(-wViewVec, wNormal));
-
- color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
- }
- break;
-
- case 2: // Refract
- {
- vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
- vec3 wNormal = mat3(inInvModelView) * inNormal;
- color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
- }
- break;
- }
-
-
- // Color with manual exposure into attachment 0
- outColor0.rgb = vec3(1.0) - exp(-color.rgb * ubo.exposure);
-
- // Bright parts for bloom into attachment 1
- float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
- float threshold = 0.75;
- outColor1.rgb = (l > threshold) ? outColor0.rgb : vec3(0.0);
- outColor1.a = 1.0;
- }
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