uniform sampler2D roughness_map;
uniform sampler2D occlusion_map;
uniform sampler2D emission_map;
+uniform sampler2D fresnel_lookup;
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_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;
+layout(constant_id=auto) const bool use_image_based_lighting = false;
#pragma MSP stage(fragment)
virtual vec4 get_base_color()
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)*light_color*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/denom);
+ float spec_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)*light_color*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/spec_denom);
}
-vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
+vec3 cooktorrance_environment(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
{
- vec3 light;
- if(use_normal_map)
- light = normalize(tbn_light_dir);
+ vec3 f0 = mix(vec3(0.04), base_color, metalness);
+ vec2 scale_bias = texture(fresnel_lookup, vec2(roughness, max(dot(normal, -look), 0.0))).rg;
+ vec3 k_spec = f0*scale_bias.x+scale_bias.y;
+ vec3 k_diff = (1.0-k_spec)*(1.0-metalness);
+
+ if(use_image_based_lighting)
+ {
+ vec3 irradiance = get_irradiance_sample(normal);
+ vec3 reflection = get_environment_sample(reflect(look, normal), roughness).rgb;
+
+ return k_diff*irradiance*base_color+k_spec*reflection;
+ }
else
- light = normalize(eye_light_dir);
+ return (k_diff*base_color+k_spec)*ambient_color.rgb;
+}
- float shadow = get_shadow_factor(0);
- vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].diffuse.rgb, base_color, metalness, roughness)*shadow;
+vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
+{
+ vec3 color = vec3(0.0);
+ for(int i=0; i<max_lights; ++i)
+ if(light_sources[i].type!=0)
+ {
+ vec3 light = get_light_direction(i);
+ float shadow = get_shadow_factor(i);
+ color += cooktorrance_one_light_direct(normal, look, light, light_sources[i].color, base_color, metalness, roughness)*shadow;
+ }
+
+ color += cooktorrance_environment(normal, look, base_color, metalness, roughness);
color *= get_occlusion_value();
void main()
{
- vec3 normal;
- vec3 look;
- if(use_normal_map)
- {
- normal = get_fragment_normal();
- look = normalize(tbn_look_dir);
- }
- else
- {
- normal = normalize(eye_normal);
- look = normalize(eye_look_dir);
- }
+ vec3 normal = get_fragment_normal();
+ vec3 look = normalize(world_look_dir);
vec4 base_color = get_base_color();
float metalness = get_metalness_value();