-import msp_interface;
-import common;
+import environment;
+import lighting;
import shadow;
-struct PbrMaterialParameters
-{
- vec4 base_color;
- vec4 emission;
- float metalness;
- float roughness;
-};
+layout(set=1) uniform sampler2D fresnel_lookup;
-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;
-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_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;
layout(constant_id=auto) const bool use_image_based_lighting = false;
#pragma MSP stage(fragment)
-virtual vec4 get_base_color()
-{
- if(use_base_color_map)
- return texture(base_color_map, texcoord.xy);
- else
- return pbr_material.base_color;
-}
-
-virtual float get_metalness_value()
-{
- if(use_metalness_map)
- return texture(metalness_map, texcoord.xy).r;
- else
- return pbr_material.metalness;
-}
-
-virtual float get_roughness_value()
-{
- if(use_roughness_map)
- return texture(roughness_map, texcoord.xy).r;
- else
- return pbr_material.roughness;
-}
-
-virtual float get_occlusion_value()
-{
- if(use_occlusion_map)
- return texture(occlusion_map, texcoord.xy).r;
- else
- return 1.0;
-}
-
-virtual vec3 get_emission_color()
-{
- if(use_emission_map)
- return texture(emission_map, texcoord.xy).rgb;
- else
- return pbr_material.emission.rgb;
-}
-
/* Computes the diffuse reflection of the macrosurface */
vec3 lambert_diffuse(vec3 base_color)
{
- // Scale by pi to get a result per steradian, suitable for integration
+ /* Scale by pi (cosine-weighted area of a hemisphere) because the light
+ scatters in every direction */
return base_color/PI;
}
}
/* 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 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 base_color, float metalness, float roughness)
{
vec3 halfway = normalize(light-look);
float ndist = normal_distribution_ggxtr(normal, halfway, roughness);
vec3 k_diff = (1.0-k_spec)*(1.0-metalness);
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);
+ return max(dot(normal, light), 0.0)*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/spec_denom);
}
vec3 cooktorrance_environment(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
return (k_diff*base_color+k_spec)*ambient_color.rgb;
}
-vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
+vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness, float occlusion)
{
- vec3 light = normalize(world_light_dir);
-
- float shadow = get_shadow_factor(0);
- vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].color, base_color, metalness, roughness)*shadow;
-
- color += cooktorrance_environment(normal, look, base_color, metalness, roughness);
+ vec3 color = vec3(0.0);
+ for(int i=0; i<max_lights; ++i)
+ if(light_sources[i].type!=0)
+ {
+ IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
+ float shadow = get_shadow_factor(i, world_vertex);
+ color += cooktorrance_one_light_direct(normal, look, incoming.direction, base_color, metalness, roughness)*incoming.color*shadow;
+ }
- color *= get_occlusion_value();
-
- if(use_emission)
- color += get_emission_color();
+ color += cooktorrance_environment(normal, look, base_color, metalness, roughness)*occlusion;
return color;
}
-
-void main()
-{
- vec3 normal = get_fragment_normal();
- vec3 look = normalize(world_look_dir);
-
- vec4 base_color = get_base_color();
- float metalness = get_metalness_value();
- float roughness = get_roughness_value();
-
- vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness);
-
- frag_color = vec4(lit_color, base_color.a);
-}