X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=71f8ec76c8df64046cd3a2a70e46742b5f23aa87;hb=6b9338845dfee441cd18ad6c633e4feef8ad14e1;hp=8e95752f7d6dc71b6e8e8fcc942ff2b3da518743;hpb=82282de52e8e8f3bbafefaf92bf76f53f2c2495e;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index 8e95752f..71f8ec76 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -20,6 +20,7 @@ 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; @@ -27,6 +28,7 @@ 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; const float PI = 3.1415926535; @@ -131,6 +133,24 @@ vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 ligh return max(dot(normal, light), 0.0)*light_color*(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) +{ + 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 + 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 light = normalize(world_light_dir); @@ -138,6 +158,8 @@ vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metaln 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(); if(use_emission)