import common;
import shadow;
-const bool use_base_color_map = false;
-const bool use_metalness_map = false;
-const bool use_roughness_map = false;
-const bool use_occlusion_map = false;
-const bool use_emission = false;
-const bool use_emission_map = false;
+struct PbrMaterialParameters
+{
+ vec4 base_color;
+ vec4 emission;
+ float metalness;
+ float roughness;
+};
+
+uniform PbrMaterial
+{
+ PbrMaterialParameters pbr_material;
+};
+
+uniform sampler2D base_color_map;
+uniform sampler2D metalness_map;
+uniform sampler2D roughness_map;
+uniform sampler2D occlusion_map;
+uniform sampler2D emission_map;
+
+layout(constant_id=auto) const bool use_base_color_map = false;
+layout(constant_id=auto) const bool use_metalness_map = false;
+layout(constant_id=auto) const bool use_roughness_map = false;
+layout(constant_id=auto) const bool use_occlusion_map = false;
+layout(constant_id=auto) const bool use_emission = false;
+layout(constant_id=auto) const bool use_emission_map = false;
const float PI = 3.1415926535;
#pragma MSP stage(fragment)
-vec4 get_base_color()
+virtual vec4 get_base_color()
{
if(use_base_color_map)
return texture(base_color_map, texcoord.xy);
return pbr_material.base_color;
}
-float get_metalness_value()
+virtual float get_metalness_value()
{
if(use_metalness_map)
return texture(metalness_map, texcoord.xy).r;
return pbr_material.metalness;
}
-float get_roughness_value()
+virtual float get_roughness_value()
{
if(use_roughness_map)
return texture(roughness_map, texcoord.xy).r;
return pbr_material.roughness;
}
-float get_occlusion_value()
+virtual float get_occlusion_value()
{
if(use_occlusion_map)
return texture(occlusion_map, texcoord.xy).r;
return 1.0;
}
-vec3 get_emission_color()
+virtual vec3 get_emission_color()
{
if(use_emission_map)
return texture(emission_map, texcoord.xy).rgb;
float normal_distribution_ggxtr(vec3 normal, vec3 halfway, float roughness)
{
float n_dot_h = max(dot(normal, halfway), 0.0);
- //return n_dot_h;
float rough_q = roughness * roughness;
rough_q *= rough_q;
float denom = n_dot_h*n_dot_h*(rough_q-1)+1;
- //return (n_dot_h*n_dot_h-0.8)*5.0;
- //return rough_q*10;
- // Scale by pi to get a result per steradian, suitable for integration
+ /* Scale by pi to normalize the total area of the microfacets as projected
+ to the macrosurface */
return rough_q/(PI*denom*denom);
}
{
// 0.04 is a decent approximation for dielectric base reflectivity
vec3 f0 = mix(vec3(0.04), base_color, metalness);
- return mix(f0, vec3(1.0), pow(1.0-dot(halfway, look), 5.0));
+ return mix(f0, vec3(1.0), pow(max(1.0-dot(halfway, look), 0.0), 5.0));
}
/* Computes the full contribution of a single light */
vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 light_color, vec3 base_color, float metalness, float roughness)
{
vec3 halfway = normalize(light-look);
- //return normal;
float ndist = normal_distribution_ggxtr(normal, halfway, roughness);
float geom = geometry_smith(normal, -look, light, roughness);
- //return vec3(ndist);
vec3 k_spec = fresnel_schlick(halfway, light, base_color, metalness);
vec3 k_diff = (1.0-k_spec)*(1.0-metalness);
float denom = max(4.0*max(dot(normal, -look), 0.0)*max(dot(normal, light), 0.0), 0.001);
- return max(dot(normal, light), 0.0)*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/denom);
+ return max(dot(normal, light), 0.0)*light_color*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/denom);
}
vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)