226 lines
6.9 KiB
GLSL
226 lines
6.9 KiB
GLSL
#ifndef SURFACE_GLSL
|
|
#define SURFACE_GLSL
|
|
|
|
#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();
|
|
s.fragcolor.a *= u_global_alpha;
|
|
s.fragcolor *= vec4(u_global_opacity);
|
|
|
|
#ifdef SHADING_PBR
|
|
{
|
|
// aces film (CC0, src: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/)
|
|
// vec3 x = s.fragcolor.rgb;
|
|
// float a = 2.51f;
|
|
// float b = 0.03f;
|
|
// float c = 2.43f;
|
|
// float d = 0.59f;
|
|
// float e = 0.14f;
|
|
// vec3 color = clamp((x*(a*x+b))/(x*(c*x+d)+e), 0.0, 1.0);
|
|
// vec3 color = x / ( vec3(1.) + x );
|
|
// gamma correction
|
|
|
|
// s.fragcolor.rgb = pow( color, vec3(1.0/2.2) );
|
|
s.fragcolor.rgb = pow(s.fragcolor.rgb, vec3(1.0/2.2) );
|
|
}
|
|
#endif
|
|
|
|
return s;
|
|
}
|
|
|
|
#endif |