208 lines
7.5 KiB
GLSL
208 lines
7.5 KiB
GLSL
#ifndef BRDF_GLSL
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#define BRDF_GLSL
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struct ColorMap
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{
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bool has_tex;
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vec4 color;
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};
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uniform ColorMap map_albedo; uniform sampler2D map_albedo_tex;
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uniform ColorMap map_diffuse; uniform sampler2D map_diffuse_tex;
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uniform ColorMap map_specular; uniform sampler2D map_specular_tex; // not used
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uniform ColorMap map_normals; uniform sampler2D map_normals_tex;
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uniform ColorMap map_roughness; uniform sampler2D map_roughness_tex;
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uniform ColorMap map_metallic; uniform sampler2D map_metallic_tex;
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uniform ColorMap map_ao; uniform sampler2D map_ao_tex;
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uniform ColorMap map_ambient; uniform sampler2D map_ambient_tex;
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uniform ColorMap map_emissive; uniform sampler2D map_emissive_tex;
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#define sample_colormap(ColorMap_, uv_) \
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(ColorMap_.has_tex ? texture( ColorMap_##_tex, uv_ ) : ColorMap_.color)
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#ifdef SHADING_PBR
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#include "utils.glsl"
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#define USE_BRUTEFORCE_IRRADIANCE false // Samples irradiance from tex_skysphere when enabled.
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#define USE_WRAPAROUND_SPECULAR true // Makes silhouettes more reflective to avoid black pixels.
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#define USE_SPECULAR_AO_ATTENUATION true // Dampens IBL specular ambient with AO if enabled.
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#define USE_NORMAL_VARIATION_TO_ROUGHNESS true // Increases roughness if normal map has variation and was minified.
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#define BOOST_LIGHTING 2.00f // Multiplies analytic light's color with this constant because otherwise they look really pathetic.
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#define BOOST_SPECULAR 1.50f
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uniform float skysphere_rotation; /// set:0
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uniform float skysphere_mip_count;
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uniform float exposure; /// set:1
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uniform float specular_shininess;
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uniform sampler2D tex_skysphere;
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uniform sampler2D tex_skyenv;
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uniform sampler2D tex_brdf_lut;
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uniform bool has_tex_skysphere;
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uniform bool has_tex_skyenv;
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vec3 fresnel_schlick( vec3 H, vec3 V, vec3 F0 )
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{
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float cosTheta = clamp( dot( H, V ), 0., 1. );
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return F0 + ( vec3( 1.0 ) - F0 ) * pow( 1. - cosTheta, 5.0 );
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}
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// A Fresnel term that dampens rough specular reflections.
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// https://seblagarde.wordpress.com/2011/08/17/hello-world/
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vec3 fresnel_schlick_roughness( vec3 H, vec3 V, vec3 F0, float roughness )
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{
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float cosTheta = clamp( dot( H, V ), 0., 1. );
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return F0 + ( max( vec3( 1.0 - roughness ), F0 ) - F0 ) * pow( 1. - cosTheta, 5.0 );
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}
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float distribution_ggx( vec3 N, vec3 H, float roughness )
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{
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max( 0., dot( N, H ) );
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float factor = NdotH * NdotH * ( a2 - 1. ) + 1.;
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return a2 / ( PI * factor * factor );
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}
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float geometry_schlick_ggx( vec3 N, vec3 V, float k )
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{
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float NdotV = max( 0., dot( N, V ) );
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return NdotV / (NdotV * ( 1. - k ) + k );
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}
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float geometry_smith( vec3 N, vec3 V, vec3 L, float roughness )
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{
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#if 1 // original
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float r = roughness + 1.;
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float k = (r * r) / 8.;
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#elif 0 // vries
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float a = roughness;
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float k = (a * a) / 2.0;
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#elif 0 // vries improved?
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float a = roughness * roughness;
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float k = a / 2.0;
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#endif
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return geometry_schlick_ggx( N, V, k ) * geometry_schlick_ggx( N, L, k );
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}
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vec2 sphere_to_polar( vec3 normal ) {
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normal = normalize( normal );
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return vec2( 1-atan( normal.z, normal.x ) / PI + 0.5 , acos( normal.y ) / PI );
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}
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// Our vertically GL_CLAMPed textures seem to blend towards black when sampling the half-pixel edge.
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// Not sure if it has a border, or this if is a driver bug, but can repro on multiple nvidia cards.
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// Knowing the texture height we can limit sampling to the centers of the top and bottom pixel rows.
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vec2 sphere_to_polar_clamp_y( vec3 normal, float texture_height )
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{
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normal = normalize( normal );
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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) );
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}
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vec3 sample_sky( vec3 normal )
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{
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vec2 polar = sphere_to_polar( normal );
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return texture( tex_skysphere, polar ).rgb * exposure;
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}
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// Takes samples around the hemisphere, converts them to radiances via weighting and
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// returns a normalized sum.
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vec3 sample_irradiance_slow( vec3 normal, vec3 vertex_tangent )
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{
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float delta = 0.10;
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vec3 up = abs( normal.y ) < 0.999 ? vec3( 0., 1., 0. ) : vec3( 0., 0., 1. );
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vec3 tangent_x = normalize( cross( up, normal ) );
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vec3 tangent_y = cross( normal, tangent_x );
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int numIrradianceSamples = 0;
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vec3 irradiance = vec3(0.);
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for ( float phi = 0.; phi < 2. * PI ; phi += delta )
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{
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for ( float theta = 0.; theta < 0.5 * PI; theta += delta )
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{
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vec3 tangent_space = vec3(
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sin( theta ) * cos( phi ),
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sin( theta ) * sin( phi ),
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cos( theta ) );
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vec3 world_space = tangent_space.x * tangent_x + tangent_space.y + tangent_y + tangent_space.z * normal;
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vec3 color = sample_sky( world_space );
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irradiance += color * cos( theta ) * sin( theta );
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numIrradianceSamples++;
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}
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}
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irradiance = PI * irradiance / float( numIrradianceSamples );
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return irradiance;
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}
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vec3 sample_irradiance_fast( vec3 normal, vec3 vertex_tangent )
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{
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// Sample the irradiance map if it exists, otherwise fall back to blurred reflection map.
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if ( has_tex_skyenv )
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{
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vec2 polar = sphere_to_polar( normal );
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return textureLod( tex_skyenv, polar, 0.0 ).rgb * exposure;
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}
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else
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{
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vec2 polar = sphere_to_polar( normal );
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return textureLod( tex_skysphere, polar, 0.80 * skysphere_mip_count ).rgb * exposure;
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}
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}
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vec3 specular_ibl( vec3 V, vec3 N, float roughness, vec3 fresnel )
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{
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// What we'd like to do here is take a LOT of skybox samples around the reflection
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// vector R according to the BRDF lobe.
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//
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// Unfortunately it's not possible in real time so we use the following UE4 style approximations:
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// 1. Integrate incoming light and BRDF separately ("split sum approximation")
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// 2. Assume V = R = N so that we can just blur the skybox and sample that.
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// 3. Bake the BRDF integral into a lookup texture so that it can be computed in constant time.
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//
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// Here we also simplify approximation #2 by using bilinear mipmaps with a magic formula instead
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// of properly convolving it with a GGX lobe.
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//
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// For details, see Brian Karis, "Real Shading in Unreal Engine 4", 2013.
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vec3 R = 2. * dot( V, N ) * N - V;
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vec2 polar = sphere_to_polar( R );
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// Map roughness from range [0, 1] into a mip LOD [0, skysphere_mip_count].
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// The magic numbers were chosen empirically.
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float mip = 0.9 * skysphere_mip_count * pow(roughness, 0.25 * BOOST_SPECULAR);
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vec3 prefiltered = textureLod( tex_skysphere, polar, mip ).rgb * exposure;
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float NdotV = dot( N, V );
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// dot( N, V ) seems to produce negative values so we can try to stretch it a bit behind the silhouette
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// to avoid black pixels.
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if (USE_WRAPAROUND_SPECULAR)
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{
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NdotV = NdotV * 0.9 + 0.1;
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}
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NdotV = min(0.99, max(0.01, NdotV));
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// A precomputed lookup table contains a scale and a bias term for specular intensity (called "fresnel" here).
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// See equation (8) in Karis' course notes mentioned above.
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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
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vec3 specular = prefiltered * (fresnel * envBRDF.x + vec3(envBRDF.y));
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return specular;
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}
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#endif
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#endif |