X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=5e933d5a55239d7db0fb18a35b068c2b768975f2;hb=7c797f8445ab02381e358472755e94e5c5125252;hp=d8e07b292e4e2ecdaa434875ef21f0f7cd1eec72;hpb=ab23d3910ac081066b42c184c6229aaa397dd46c;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index d8e07b29..5e933d5a 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -1,26 +1,29 @@ 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; -uniform sampler2D fresnel_lookup; +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; @@ -34,9 +37,9 @@ layout(constant_id=auto) const bool use_image_based_lighting = false; 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() @@ -74,7 +77,8 @@ virtual vec3 get_emission_color() /* 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; } @@ -149,7 +153,7 @@ vec3 cooktorrance_environment(vec3 normal, vec3 look, vec3 base_color, float met 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 color = vec3(0.0); for(int i=0; i