import msp_interface;
import common;
+import environment;
import shadow;
struct PbrMaterialParameters
{
vec4 base_color;
+ vec4 tint;
vec4 emission;
float metalness;
float roughness;
};
-uniform PbrMaterial
+layout(set=1) uniform PbrMaterial
{
PbrMaterialParameters pbr_material;
+ AlphaCutoffParams alpha_cutoff;
};
-uniform sampler2D base_color_map;
-uniform sampler2D metalness_map;
-uniform sampler2D roughness_map;
-uniform sampler2D occlusion_map;
-uniform sampler2D emission_map;
+layout(set=1) uniform sampler2D base_color_map;
+layout(set=1) uniform sampler2D metalness_map;
+layout(set=1) uniform sampler2D roughness_map;
+layout(set=1) uniform sampler2D occlusion_map;
+layout(set=1) uniform sampler2D emission_map;
+layout(set=1) 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()
{
if(use_base_color_map)
- return texture(base_color_map, texcoord.xy);
+ return texture(base_color_map, texcoord.xy)*pbr_material.tint;
else
- return pbr_material.base_color;
+ return pbr_material.base_color*pbr_material.tint;
}
virtual float get_metalness_value()
/* 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_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;
+}
+
+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)
+ {
+ 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;
+ }
- 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);
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);
- }
-
vec4 base_color = get_base_color();
+ float alpha = apply_alpha_cutoff(base_color.a, alpha_cutoff);
+
+ vec3 normal = get_fragment_normal();
+ vec3 look = normalize(world_look_dir);
+
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);
+ frag_color = vec4(lit_color, alpha);
}