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- #version 450
-
- layout (location = 0) in vec3 inWorldPos;
- layout (location = 1) in vec3 inNormal;
-
- layout (set = 0, binding = 0) uniform UBO
- {
- mat4 projection;
- mat4 model;
- mat4 view;
- vec3 camPos;
- } ubo;
-
- // Inline uniform block
- layout (set = 1, binding = 0) uniform UniformInline {
- float roughness;
- float metallic;
- float r;
- float g;
- float b;
- float ambient;
- } material;
-
- layout (location = 0) out vec4 outColor;
-
- const float PI = 3.14159265359;
-
- vec3 materialcolor()
- {
- return vec3(material.r, material.g, material.b);
- }
-
- // Normal Distribution function --------------------------------------
- float D_GGX(float dotNH, float roughness)
- {
- float alpha = roughness * roughness;
- float alpha2 = alpha * alpha;
- float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
- return (alpha2)/(PI * denom*denom);
- }
-
- // Geometric Shadowing function --------------------------------------
- float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
- {
- float r = (roughness + 1.0);
- float k = (r*r) / 8.0;
- float GL = dotNL / (dotNL * (1.0 - k) + k);
- float GV = dotNV / (dotNV * (1.0 - k) + k);
- return GL * GV;
- }
-
- // Fresnel function ----------------------------------------------------
- vec3 F_Schlick(float cosTheta, float metallic)
- {
- vec3 F0 = mix(vec3(0.04), materialcolor(), metallic); // * material.specular
- vec3 F = F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
- return F;
- }
-
- // Specular BRDF composition --------------------------------------------
-
- vec3 BRDF(vec3 L, vec3 V, vec3 N, float metallic, float roughness)
- {
- // Precalculate vectors and dot products
- vec3 H = normalize (V + L);
- float dotNV = clamp(dot(N, V), 0.0, 1.0);
- float dotNL = clamp(dot(N, L), 0.0, 1.0);
- float dotLH = clamp(dot(L, H), 0.0, 1.0);
- float dotNH = clamp(dot(N, H), 0.0, 1.0);
-
- // Light color fixed
- vec3 lightColor = vec3(1.0);
-
- vec3 color = vec3(0.0);
-
- if (dotNL > 0.0)
- {
- float rroughness = max(0.05, roughness);
- // D = Normal distribution (Distribution of the microfacets)
- float D = D_GGX(dotNH, rroughness);
- // G = Geometric shadowing term (Microfacets shadowing)
- float G = G_SchlicksmithGGX(dotNL, dotNV, rroughness);
- // F = Fresnel factor (Reflectance depending on angle of incidence)
- vec3 F = F_Schlick(dotNV, metallic);
-
- vec3 spec = D * F * G / (4.0 * dotNL * dotNV);
-
- color += spec * dotNL * lightColor;
- }
-
- return color;
- }
-
- // ----------------------------------------------------------------------------
- void main()
- {
- vec3 N = normalize(inNormal);
- vec3 V = normalize(ubo.camPos - inWorldPos);
-
- float roughness = material.roughness;
-
- // Specular contribution
- vec3 lightPos = vec3(0.0f, 0.0f, 10.0f);
- vec3 Lo = vec3(0.0);
- vec3 L = normalize(lightPos.xyz - inWorldPos);
- Lo += BRDF(L, V, N, material.metallic, roughness);
-
- // Combine with ambient
- vec3 color = materialcolor() * material.ambient;
- color += Lo;
-
- // Gamma correct
- color = pow(color, vec3(0.4545));
-
- outColor = vec4(color, 1.0);
- }
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