#include "sh_lighting.glsl" #include "rimlight.glsl" #include "light.glsl" struct surface_t { vec3 normal; vec4 albedo; vec4 fragcolor; vec3 light_direct; vec3 light_indirect; vec3 emissive; float roughness; float metallic; float ao; float alpha; }; surface_t surface() { surface_t s; s.normal = normalize(v_normal_ws); s.light_direct = vec3(0.0, 0.0, 0.0); s.light_indirect = vec3(1.0, 1.0, 1.0); s.albedo = vec4(0.5, 0.5, 0.5, 1.0); s.emissive = vec3(0.0, 0.0, 0.0); s.roughness = 1.0; s.metallic = 0.0; s.ao = 1.0; s.alpha = 1.0; // SH lighting if (!u_texlit) { vec3 result = sh_lighting(s.normal); if( (result.x*result.x+result.y*result.y+result.z*result.z) > 0.0 ) s.light_indirect = result; } #ifdef SHADING_PHONG material_t dummy_mat; s.light_direct = lighting(dummy_mat); #endif #ifdef SHADING_VERTEXLIT s.light_direct = v_vertcolor; #endif #ifdef SHADING_PBR vec4 baseColor_alpha; if ( map_albedo.has_tex ) baseColor_alpha = sample_colormap( map_albedo, v_texcoord ); else baseColor_alpha = sample_colormap( map_diffuse, v_texcoord ); s.albedo = baseColor_alpha; if( map_metallic.has_tex && map_roughness.has_tex ) { s.metallic = sample_colormap( map_metallic, v_texcoord ).x; s.roughness = sample_colormap( map_roughness, v_texcoord ).x; } else if( map_roughness.has_tex ) { s.metallic = sample_colormap( map_roughness, v_texcoord ).b; s.roughness = sample_colormap( map_roughness, v_texcoord ).g; } if ( map_ao.has_tex ) s.ao = sample_colormap( map_ao, v_texcoord ).x; else if ( map_ambient.has_tex ) s.ao = sample_colormap( map_ambient, v_texcoord ).x; s.emissive = sample_colormap( map_emissive, v_texcoord ).rgb; vec3 normalmap = texture( map_normals_tex, v_texcoord ).xyz * vec3(2.0) - vec3(1.0); float normalmap_mip = textureQueryLod( map_normals_tex, v_texcoord ).x; float normalmap_length = length(normalmap); normalmap /= normalmap_length; s.normal = v_normal_ws; if ( map_normals.has_tex ) { // Mikkelsen's tangent space normal map decoding. See http://mikktspace.com/ for rationale. vec3 bi = cross( v_normal_ws, v_tangent ); vec3 nmap = normalmap.xyz; s.normal = nmap.x * v_tangent + nmap.y * bi + nmap.z * v_normal_ws; } s.normal = normalize( s.normal ); if (USE_NORMAL_VARIATION_TO_ROUGHNESS) { // Try to reduce specular aliasing by increasing roughness when minified normal maps have high variation. float variation = 1. - pow( normalmap_length, 8. ); float minification = clamp( normalmap_mip - 2., 0., 1. ); s.roughness = mix( s.roughness, 1.0, variation * minification ); } vec3 N = s.normal; vec3 V = normalize( v_to_camera ); vec3 Lo = vec3(0.); vec3 F0 = vec3(0.04); F0 = mix( F0, s.albedo.rgb, s.metallic ); bool use_ibl = has_tex_skysphere; material_t pbr_mat; pbr_mat.albedo = s.albedo.rgb; pbr_mat.normal = N; pbr_mat.F0 = F0; pbr_mat.roughness = s.roughness; pbr_mat.metallic = s.metallic; pbr_mat.alpha = s.alpha; // Lo += lighting(pbr_mat); s.light_indirect = sample_colormap( map_ambient, v_texcoord ).xyz; vec3 diffuse_ambient; vec3 specular_ambient; if ( use_ibl ) { // Image based lighting. // Based on https://learnopengl.com/PBR/IBL/Diffuse-irradiance vec3 irradiance = vec3(0.); if ( USE_BRUTEFORCE_IRRADIANCE ) { irradiance = sample_irradiance_slow( N, v_tangent ); } else { irradiance = sample_irradiance_fast( N, v_tangent ); } // Compute the Fresnel term for a perfect mirror reflection with L = R. // In this case the halfway vector H = N. // // We use a modified Fresnel function that dampens specular reflections of very // rough surfaces to avoid too bright pixels at grazing angles. vec3 F = fresnel_schlick_roughness( N, V, F0, s.roughness ); vec3 kS = F; // Subtract the amount of reflected light (specular) to get the energy left for // absorbed (diffuse) light. vec3 kD = vec3(1.) - kS; // Metallic surfaces have only a specular reflection. kD *= 1.0 - s.metallic; // Premultiplied alpha applied to the diffuse component only kD *= s.alpha; // Modulate the incoming lighting with the diffuse color: some wavelengths get absorbed. diffuse_ambient = irradiance * s.albedo.rgb; // Ambient light also has a specular part. specular_ambient = specular_ibl( V, N, s.roughness, F ); // Ambient occlusion tells us the fraction of sky light that reaches this point. if (USE_SPECULAR_AO_ATTENUATION) { s.light_indirect += s.ao * (kD * diffuse_ambient + specular_ambient); } else { // We don't attenuate specular_ambient ambient here with AO which might cause flickering in dark cavities. s.light_indirect += s.ao * (kD * diffuse_ambient) + specular_ambient; } } #else if(u_matcaps) { vec2 muv = vec2(view * vec4(v_normal_ws, 0))*0.5+vec2(0.5,0.5); // normal (model space) to view space s.albedo = texture(u_texture2d, vec2(muv.x, 1.0-muv.y)); } else if(u_textured) { s.albedo = texture(u_texture2d, v_texcoord); } else { s.albedo = u_diffuse; } if (u_texlit) { vec4 litsample = texture(u_lightmap, v_texcoord); if (u_texmod) { s.albedo *= litsample; } else { s.albedo += litsample; } s.albedo.rgb += sh_lighting(s.normal); } #endif s.albedo *= v_color; s.fragcolor = s.albedo; s.fragcolor.rgb *= s.light_direct + s.light_indirect; s.fragcolor.rgb += s.emissive; s.fragcolor *= shadowing(); s.fragcolor.rgb += get_rimlight(); return s; }