#version 400 uniform mat4 model, view; uniform sampler2D u_texture2d; uniform vec3 u_coefficients_sh[9]; uniform bool u_textured = true; uniform bool u_lit = false; uniform bool u_matcaps = false; uniform vec4 u_diffuse = vec4(1.0,1.0,1.0,1.0); // lightmapping uniform sampler2D u_lightmap; uniform bool u_texlit; uniform bool u_texmod = true; uniform float u_litboost = 1.0; in vec3 v_position; in vec3 v_position_ws; #ifdef RIM uniform mat4 M; // RIM uniform vec3 u_rimcolor = vec3(0.2,0.2,0.2); uniform vec3 u_rimrange = vec3(0.11,0.98,0.5); uniform vec3 u_rimpivot = vec3(0,0,0); uniform bool u_rimambient = true; #endif in vec3 v_normal, v_normal_ws; in vec2 v_texcoord, v_texcoord2; in vec4 v_color; in vec3 v_tangent; in vec3 v_binormal; in vec3 v_to_camera; out vec4 fragcolor; {{include-shadowmap}} in vec4 vpeye; in vec4 vneye; in vec4 sc; vec4 shadowing() { return shadowmap(vpeye, vneye, v_texcoord, sc); } uniform vec3 u_cam_pos; uniform vec3 u_cam_dir; uniform int u_num_lights; struct light_t { int type; vec3 diffuse; vec3 specular; vec3 ambient; vec3 pos; vec3 dir; float power; float innerCone; float outerCone; // falloff float constant; float linear; float quadratic; }; #define MAX_LIGHTS 16 const int LIGHT_DIRECTIONAL = 0; const int LIGHT_POINT = 1; const int LIGHT_SPOT = 2; uniform light_t u_lights[MAX_LIGHTS]; #ifdef SHADING_PHONG vec3 shading_phong(light_t l) { vec3 lightDir; float attenuation = 1.0; if (l.type == LIGHT_DIRECTIONAL) { lightDir = normalize(-l.dir); } else if (l.type == LIGHT_POINT || l.type == LIGHT_SPOT) { vec3 toLight = l.pos - v_position_ws; lightDir = normalize(toLight); float distance = length(toLight); attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance)); if (l.type == LIGHT_SPOT) { float angle = dot(l.dir, -lightDir); if (angle > l.outerCone) { float intensity = (angle-l.outerCone)/(l.innerCone-l.outerCone); attenuation *= clamp(intensity, 0.0, 1.0); } else { attenuation = 0.0; } } } // fast-rejection for faraway vertices if (attenuation <= 0.01) { return vec3(0,0,0); } vec3 n = normalize(v_normal_ws); float diffuse = max(dot(n, lightDir), 0.0); vec3 halfVec = normalize(lightDir + u_cam_dir); float specular = pow(max(dot(n, halfVec), 0.0), l.power); return (attenuation*l.ambient + diffuse*attenuation*l.diffuse + specular*attenuation*l.specular); } #endif #ifdef SHADING_PBR uniform vec2 resolution = vec2(640.0,480.0); // debug options below use this (USE_MAP_DEBUGGING, USE_AMBIENT_DEBUGGING) #define USE_BRUTEFORCE_IRRADIANCE false // Samples irradiance from tex_skysphere when enabled. #define USE_WRAPAROUND_SPECULAR true // Makes silhouettes more reflective to avoid black pixels. #define USE_SPECULAR_AO_ATTENUATION true // Dampens IBL specular ambient with AO if enabled. #define USE_NORMAL_VARIATION_TO_ROUGHNESS true // Increases roughness if normal map has variation and was minified. #define USE_MAP_DEBUGGING false // Shows all ColorMaps as horizontal bars #define USE_AMBIENT_DEBUGGING false // Splits the screen in two and shows image-based specular (left), full shading (middle), diffuse shading (right). #define BOOST_LIGHTING 2.00f // Multiplies analytic light's color with this constant because otherwise they look really pathetic. #define BOOST_SPECULAR 1.50f #define BOOST_NOISE 2.50f struct ColorMap { bool has_tex; vec4 color; }; uniform ColorMap map_albedo; uniform sampler2D map_albedo_tex; uniform ColorMap map_diffuse; uniform sampler2D map_diffuse_tex; uniform ColorMap map_specular; uniform sampler2D map_specular_tex; // not used uniform ColorMap map_normals; uniform sampler2D map_normals_tex; uniform ColorMap map_roughness; uniform sampler2D map_roughness_tex; uniform ColorMap map_metallic; uniform sampler2D map_metallic_tex; uniform ColorMap map_ao; uniform sampler2D map_ao_tex; uniform ColorMap map_ambient; uniform sampler2D map_ambient_tex; uniform ColorMap map_emissive; uniform sampler2D map_emissive_tex; #define sample_colormap(ColorMap_, uv_) \ (ColorMap_.has_tex ? texture( ColorMap_##_tex, uv_ ) : ColorMap_.color) uniform float skysphere_rotation=-90; uniform float skysphere_mip_count; uniform float exposure=1; uniform uint frame_count; uniform float specular_shininess; uniform sampler2D tex_skysphere; uniform sampler2D tex_skyenv; uniform sampler2D tex_brdf_lut; uniform bool has_tex_skysphere; uniform bool has_tex_skyenv; const float PI = 3.1415926536; // MurMurHash 3 finalizer. Implementation is in public domain. uint hash( uint h ) { h ^= h >> 16; h *= 0x85ebca6bU; h ^= h >> 13; h *= 0xc2b2ae35U; h ^= h >> 16; return h; } // Random function using the idea of StackOverflow user "Spatial" https://stackoverflow.com/a/17479300 // Creates random 23 bits and puts them into the fraction bits of an 32-bit float. float random( uvec3 h ) { uint m = hash(h.x ^ hash( h.y ) ^ hash( h.z )); return uintBitsToFloat( ( m & 0x007FFFFFu ) | 0x3f800000u ) - 1.; } float random( vec3 v ) { return random(floatBitsToUint( v )); } vec3 fresnel_schlick( vec3 H, vec3 V, vec3 F0 ) { float cosTheta = clamp( dot( H, V ), 0., 1. ); return F0 + ( vec3( 1.0 ) - F0 ) * pow( 1. - cosTheta, 5.0 ); } // A Fresnel term that dampens rough specular reflections. // https://seblagarde.wordpress.com/2011/08/17/hello-world/ vec3 fresnel_schlick_roughness( vec3 H, vec3 V, vec3 F0, float roughness ) { float cosTheta = clamp( dot( H, V ), 0., 1. ); return F0 + ( max( vec3( 1.0 - roughness ), F0 ) - F0 ) * pow( 1. - cosTheta, 5.0 ); } float distribution_ggx( vec3 N, vec3 H, float roughness ) { float a = roughness * roughness; float a2 = a * a; float NdotH = max( 0., dot( N, H ) ); float factor = NdotH * NdotH * ( a2 - 1. ) + 1.; return a2 / ( PI * factor * factor ); } float geometry_schlick_ggx( vec3 N, vec3 V, float k ) { float NdotV = max( 0., dot( N, V ) ); return NdotV / (NdotV * ( 1. - k ) + k ); } float geometry_smith( vec3 N, vec3 V, vec3 L, float roughness ) { #if 1 // original float r = roughness + 1.; float k = (r * r) / 8.; #elif 0 // vries float a = roughness; float k = (a * a) / 2.0; #elif 0 // vries improved? float a = roughness * roughness; float k = a / 2.0; #endif return geometry_schlick_ggx( N, V, k ) * geometry_schlick_ggx( N, L, k ); } vec2 sphere_to_polar( vec3 normal ) { normal = normalize( normal ); return vec2( ( atan( normal.z, normal.x ) + skysphere_rotation ) / PI / 2.0 + 0.5, acos( normal.y ) / PI ); } // Our vertically GL_CLAMPed textures seem to blend towards black when sampling the half-pixel edge. // Not sure if it has a border, or this if is a driver bug, but can repro on multiple nvidia cards. // Knowing the texture height we can limit sampling to the centers of the top and bottom pixel rows. vec2 sphere_to_polar_clamp_y( vec3 normal, float texture_height ) { normal = normalize( normal ); return vec2( ( atan( normal.z, normal.x ) + skysphere_rotation ) / PI / 2.0 + 0.5, clamp(acos( normal.y ) / PI, 0.5 / texture_height, 1.0 - 0.5 / texture_height) ); } vec3 sample_sky( vec3 normal ) { vec2 polar = sphere_to_polar( normal ); return texture( tex_skysphere, polar ).rgb * exposure; } // Takes samples around the hemisphere, converts them to radiances via weighting and // returns a normalized sum. vec3 sample_irradiance_slow( vec3 normal, vec3 vertex_tangent ) { float delta = 0.10; vec3 up = abs( normal.y ) < 0.999 ? vec3( 0., 1., 0. ) : vec3( 0., 0., 1. ); vec3 tangent_x = normalize( cross( up, normal ) ); vec3 tangent_y = cross( normal, tangent_x ); int numIrradianceSamples = 0; vec3 irradiance = vec3(0.); for ( float phi = 0.; phi < 2. * PI ; phi += delta ) { for ( float theta = 0.; theta < 0.5 * PI; theta += delta ) { vec3 tangent_space = vec3( sin( theta ) * cos( phi ), sin( theta ) * sin( phi ), cos( theta ) ); vec3 world_space = tangent_space.x * tangent_x + tangent_space.y + tangent_y + tangent_space.z * normal; vec3 color = sample_sky( world_space ); irradiance += color * cos( theta ) * sin( theta ); numIrradianceSamples++; } } irradiance = PI * irradiance / float( numIrradianceSamples ); return irradiance; } vec3 sample_irradiance_fast( vec3 normal, vec3 vertex_tangent ) { // Sample the irradiance map if it exists, otherwise fall back to blurred reflection map. if ( has_tex_skyenv ) { vec2 polar = sphere_to_polar_clamp_y( normal, 180.0 ); return textureLod( tex_skyenv, polar, 0.0 ).rgb * exposure; } else { vec2 polar = sphere_to_polar( normal ); return textureLod( tex_skysphere, polar, 0.80 * skysphere_mip_count ).rgb * exposure; } } vec3 specular_ibl( vec3 V, vec3 N, float roughness, vec3 fresnel ) { // What we'd like to do here is take a LOT of skybox samples around the reflection // vector R according to the BRDF lobe. // // Unfortunately it's not possible in real time so we use the following UE4 style approximations: // 1. Integrate incoming light and BRDF separately ("split sum approximation") // 2. Assume V = R = N so that we can just blur the skybox and sample that. // 3. Bake the BRDF integral into a lookup texture so that it can be computed in constant time. // // Here we also simplify approximation #2 by using bilinear mipmaps with a magic formula instead // of properly convolving it with a GGX lobe. // // For details, see Brian Karis, "Real Shading in Unreal Engine 4", 2013. vec3 R = 2. * dot( V, N ) * N - V; vec2 polar = sphere_to_polar( R ); // Map roughness from range [0, 1] into a mip LOD [0, skysphere_mip_count]. // The magic numbers were chosen empirically. float mip = 0.9 * skysphere_mip_count * pow(roughness, 0.25 * BOOST_SPECULAR); vec3 prefiltered = textureLod( tex_skysphere, polar, mip ).rgb * exposure; float NdotV = dot( N, V ); // dot( N, V ) seems to produce negative values so we can try to stretch it a bit behind the silhouette // to avoid black pixels. if (USE_WRAPAROUND_SPECULAR) { NdotV = NdotV * 0.9 + 0.1; } NdotV = min(0.99, max(0.01, NdotV)); // A precomputed lookup table contains a scale and a bias term for specular intensity (called "fresnel" here). // See equation (8) in Karis' course notes mentioned above. vec2 envBRDF = texture( tex_brdf_lut, vec2(NdotV, 1.0-roughness) ).xy; // (NdotV,1-roughtness) for green top-left (NdotV,roughness) for green bottom-left vec3 specular = prefiltered * (fresnel * envBRDF.x + vec3(envBRDF.y)); return specular; } #endif vec3 lighting() { vec3 lit = vec3(0,0,0); #ifndef SHADING_NONE for (int i=0; i 0.0 ) lit = vec4(result, 1.0); } // analytical lights lit += vec4(lighting(), 0.0); // base vec4 diffuse; 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 diffuse = texture(u_texture2d, vec2(muv.x, 1.0-muv.y)); } else if(u_textured) { diffuse = texture(u_texture2d, v_texcoord); } else { diffuse = u_diffuse; // * v_color; } if (u_texlit) { vec4 litsample = texture(u_lightmap, v_texcoord); if (u_texmod) { diffuse *= litsample; } else { diffuse += litsample; } diffuse.rgb += sh_lighting(n); } // lighting mix fragcolor = diffuse * lit * shadowing(); // rimlight #ifdef RIM { vec3 n = normalize(mat3(M) * v_normal); // convert normal to view space vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space vec3 v = vec3(0,-1,0); if (!u_rimambient) { v = normalize(u_rimpivot-p); } float rim = 1.0 - max(dot(v,n), 0.0); vec3 col = u_rimcolor*(pow(smoothstep(1.0-u_rimrange.x,u_rimrange.y,rim), u_rimrange.z)); fragcolor += vec4(col, 1.0);} #endif } #endif #ifdef SHADING_PBR void main(void) { vec3 baseColor = vec3( 0.5, 0.5, 0.5 ); float roughness = 1.0; float metallic = 0.0; float ao = 1.0; float alpha = 1.0; 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 ); baseColor = baseColor_alpha.xyz; alpha = baseColor_alpha.w; if( map_metallic.has_tex && map_roughness.has_tex ) { metallic = sample_colormap( map_metallic, v_texcoord ).x; roughness = sample_colormap( map_roughness, v_texcoord ).x; } else if( map_roughness.has_tex ) { //< @r-lyeh, metalness B, roughness G, (@todo: self-shadowing occlusion R; for now, any of R/B are metallic) metallic = sample_colormap( map_roughness, v_texcoord ).b + sample_colormap( map_roughness, v_texcoord ).r; roughness = sample_colormap( map_roughness, v_texcoord ).g; } if ( map_ao.has_tex ) ao = sample_colormap( map_ao, v_texcoord ).x; else if ( map_ambient.has_tex ) ao = sample_colormap( map_ambient, v_texcoord ).x; vec3 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; vec3 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; normal = nmap.x * v_tangent + nmap.y * bi + nmap.z * v_normal_ws; } normal = normalize( normal ); if( USE_MAP_DEBUGGING && !USE_AMBIENT_DEBUGGING ) { vec3 c = vec3(1., 0., 0.); float x = gl_FragCoord.x / resolution.x; float y = gl_FragCoord.y / resolution.y; if ( y < (7.0/7.0) ) c = vec3(.5) + .5*v_normal_ws; if ( y < (6.0/7.0) ) c = vec3(.5) + .5*normalmap; if ( y < (5.0/7.0) ) c = vec3(ao); if ( y < (4.0/7.0) ) c = vec3(emissive); if ( y < (3.0/7.0) ) c = vec3(metallic); if ( y < (2.0/7.0) ) c = vec3(roughness); if ( y < (1.0/7.0) ) c = baseColor; fragcolor = vec4(c, 1.); return; } 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. ); roughness = mix( roughness, 1.0, variation * minification ); } fragcolor = baseColor_alpha; vec3 N = normal; vec3 V = normalize( v_to_camera ); vec3 Lo = vec3(0.); vec3 F0 = vec3(0.04); F0 = mix( F0, baseColor, metallic ); bool use_ibl = has_tex_skysphere; // use_ibl = false; // Add contributions from analytic lights. { for ( int i = 0; i < u_num_lights; i++ ) { light_t l = u_lights[i]; vec3 lightDir; float attenuation = 1.0; if (l.type == LIGHT_DIRECTIONAL) { lightDir = normalize(-l.dir); } else if (l.type == LIGHT_POINT || l.type == LIGHT_SPOT) { vec3 toLight = l.pos - v_position_ws; lightDir = normalize(toLight); float distance = length(toLight); attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance)); if (l.type == LIGHT_SPOT) { float angle = dot(l.dir, -lightDir); if (angle > l.outerCone) { float intensity = (angle-l.outerCone)/(l.innerCone-l.outerCone); attenuation *= clamp(intensity, 0.0, 1.0); } else { attenuation = 0.0; } } } // fast-rejection for faraway vertices if (attenuation <= 0.01) { continue; } vec3 radiance = l.diffuse * BOOST_LIGHTING; vec3 L = normalize( lightDir ); vec3 H = normalize( V + L ); vec3 F = fresnel_schlick( H, V, F0 ); vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - metallic; // Premultiplied alpha applied to the diffuse component only kD *= alpha; float D = distribution_ggx( N, H, roughness ); float G = geometry_smith( N, V, L, roughness ); vec3 num = D * F * G; float denom = 4. * max( 0., dot( N, V ) ) * max( 0., dot( N, L ) ); vec3 specular = kS * (num / max( 0.001, denom )); float NdotL = max( 0., dot( N, L ) ); Lo += ( kD * ( baseColor / PI ) + specular ) * radiance * NdotL * attenuation; } } vec3 ambient = 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( normal, v_tangent ); } else { irradiance = sample_irradiance_fast( normal, 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, 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 - metallic; // Premultiplied alpha applied to the diffuse component only kD *= alpha; // Modulate the incoming lighting with the diffuse color: some wavelengths get absorbed. diffuse_ambient = irradiance * baseColor; // Ambient light also has a specular part. specular_ambient = specular_ibl( V, normal, roughness, F ); // Ambient occlusion tells us the fraction of sky light that reaches this point. if (USE_SPECULAR_AO_ATTENUATION) { ambient = ao * (kD * diffuse_ambient + specular_ambient); } else { // We don't attenuate specular_ambient ambient here with AO which might cause flickering in dark cavities. ambient = ao * (kD * diffuse_ambient) + specular_ambient; } } vec3 color = (ambient + Lo) + emissive; if ( USE_AMBIENT_DEBUGGING ) { float y = gl_FragCoord.y / resolution.y; if( USE_MAP_DEBUGGING && y > 0.5 ) { if ( (y-0.5) < (7.0/7.0/2.0) ) color = vec3(.5) + .5*v_normal_ws; if ( (y-0.5) < (6.0/7.0/2.0) ) color = vec3(.5) + .5*normalmap; if ( (y-0.5) < (5.0/7.0/2.0) ) color = vec3(ao); if ( (y-0.5) < (4.0/7.0/2.0) ) color = vec3(emissive); if ( (y-0.5) < (3.0/7.0/2.0) ) color = vec3(metallic); if ( (y-0.5) < (2.0/7.0/2.0) ) color = vec3(roughness); if ( (y-0.5) < (1.0/7.0/2.0) ) color = baseColor; } else { float x = gl_FragCoord.x / resolution.x; if ( x < 0.33 ) color = specular_ambient; else if( x > 0.66 ) color = diffuse_ambient; } } // dither with noise. // float dither = random( uvec3( floatBitsToUint( gl_FragCoord.xy ), frame_count ) ); // color += BOOST_NOISE * vec3( (-1.0/256.) + (2./256.) * dither ); #if 0 // original // basic tonemap and gamma correction color = color / ( vec3(1.) + color ); color = pow( color, vec3(1. / 2.2) ); #elif 0 // filmic tonemapper vec3 linearColor = color; vec3 x = max(vec3(0.0), linearColor - 0.004); color = (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06); // gamma correction // color = pow( color, vec3(1. / 2.2) ); #elif 1 // aces film (CC0, src: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/) vec3 x = color; float a = 2.51f; float b = 0.03f; float c = 2.43f; float d = 0.59f; float e = 0.14f; color = clamp((x*(a*x+b))/(x*(c*x+d)+e), 0.0, 1.0); // gamma correction color = pow( color, vec3(1. / 2.2) ); #endif // Technically this alpha may be too transparent, if there is a lot of reflected light we wouldn't // see the background, maybe we can approximate it well enough by adding a fresnel term fragcolor = vec4( color * shadowing().xyz, alpha ); // rimlight #ifdef RIM { vec3 n = normalize(mat3(M) * v_normal_ws); // convert normal to view space vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space vec3 v = vec3(0,-1,0); if (!u_rimambient) { v = normalize(u_rimpivot-p); } float rim = 1.0 - max(dot(v,n), 0.0); vec3 col = u_rimcolor*(pow(smoothstep(1.0-u_rimrange.x,u_rimrange.y,rim), u_rimrange.z)); fragcolor += vec4(col, 1.0);} #endif } #endif