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- #version 450
-
- layout (location = 0) in vec3 inWorldPos;
- layout (location = 1) in vec3 inNormal;
- layout (location = 2) in vec2 inUV;
-
- layout (binding = 0) uniform UBO {
- mat4 projection;
- mat4 model;
- mat4 view;
- vec3 camPos;
- } ubo;
-
- layout (binding = 1) uniform UBOParams {
- vec4 lights[4];
- float exposure;
- float gamma;
- } uboParams;
-
- layout(push_constant) uniform PushConsts {
- layout(offset = 12) float roughness;
- layout(offset = 16) float metallic;
- layout(offset = 20) float specular;
- layout(offset = 24) float r;
- layout(offset = 28) float g;
- layout(offset = 32) float b;
- } material;
-
- layout (binding = 2) uniform samplerCube samplerIrradiance;
- layout (binding = 3) uniform sampler2D samplerBRDFLUT;
- layout (binding = 4) uniform samplerCube prefilteredMap;
-
- layout (location = 0) out vec4 outColor;
-
- #define PI 3.1415926535897932384626433832795
- #define ALBEDO vec3(material.r, material.g, material.b)
-
- // From http://filmicgames.com/archives/75
- vec3 Uncharted2Tonemap(vec3 x)
- {
- float A = 0.15;
- float B = 0.50;
- float C = 0.10;
- float D = 0.20;
- float E = 0.02;
- float F = 0.30;
- return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
- }
-
- // 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, vec3 F0)
- {
- return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
- }
- vec3 F_SchlickR(float cosTheta, vec3 F0, float roughness)
- {
- return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
- }
-
- vec3 prefilteredReflection(vec3 R, float roughness)
- {
- const float MAX_REFLECTION_LOD = 9.0; // todo: param/const
- float lod = roughness * MAX_REFLECTION_LOD;
- float lodf = floor(lod);
- float lodc = ceil(lod);
- vec3 a = textureLod(prefilteredMap, R, lodf).rgb;
- vec3 b = textureLod(prefilteredMap, R, lodc).rgb;
- return mix(a, b, lod - lodf);
- }
-
- vec3 specularContribution(vec3 L, vec3 V, vec3 N, vec3 F0, float metallic, float roughness)
- {
- // Precalculate vectors and dot products
- vec3 H = normalize (V + L);
- float dotNH = clamp(dot(N, H), 0.0, 1.0);
- float dotNV = clamp(dot(N, V), 0.0, 1.0);
- float dotNL = clamp(dot(N, L), 0.0, 1.0);
-
- // Light color fixed
- vec3 lightColor = vec3(1.0);
-
- vec3 color = vec3(0.0);
-
- if (dotNL > 0.0) {
- // D = Normal distribution (Distribution of the microfacets)
- float D = D_GGX(dotNH, roughness);
- // G = Geometric shadowing term (Microfacets shadowing)
- float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
- // F = Fresnel factor (Reflectance depending on angle of incidence)
- vec3 F = F_Schlick(dotNV, F0);
- vec3 spec = D * F * G / (4.0 * dotNL * dotNV + 0.001);
- vec3 kD = (vec3(1.0) - F) * (1.0 - metallic);
- color += (kD * ALBEDO / PI + spec) * dotNL;
- }
-
- return color;
- }
-
- void main()
- {
- vec3 N = normalize(inNormal);
- vec3 V = normalize(ubo.camPos - inWorldPos);
- vec3 R = reflect(-V, N);
-
- float metallic = material.metallic;
- float roughness = material.roughness;
-
- vec3 F0 = vec3(0.04);
- F0 = mix(F0, ALBEDO, metallic);
-
- vec3 Lo = vec3(0.0);
- for(int i = 0; i < uboParams.lights[i].length(); i++) {
- vec3 L = normalize(uboParams.lights[i].xyz - inWorldPos);
- Lo += specularContribution(L, V, N, F0, metallic, roughness);
- }
-
- vec2 brdf = texture(samplerBRDFLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
- vec3 reflection = prefilteredReflection(R, roughness).rgb;
- vec3 irradiance = texture(samplerIrradiance, N).rgb;
-
- // Diffuse based on irradiance
- vec3 diffuse = irradiance * ALBEDO;
-
- vec3 F = F_SchlickR(max(dot(N, V), 0.0), F0, roughness);
-
- // Specular reflectance
- vec3 specular = reflection * (F * brdf.x + brdf.y);
-
- // Ambient part
- vec3 kD = 1.0 - F;
- kD *= 1.0 - metallic;
- vec3 ambient = (kD * diffuse + specular);
-
- vec3 color = ambient + Lo;
-
- // Tone mapping
- color = Uncharted2Tonemap(color * uboParams.exposure);
- color = color * (1.0f / Uncharted2Tonemap(vec3(11.2f)));
- // Gamma correction
- color = pow(color, vec3(1.0f / uboParams.gamma));
-
- outColor = vec4(color, 1.0);
- }
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