X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=79f88f6475db747479996e81c73079de8d1106bd;hb=4d276c9b986b111611b8396f94dae56dbe736387;hp=f8aed8267273fcb4f1ac97c929e3823ba29dbcb0;hpb=e05c77d2e3582a6962f42dcec0fc5f7845ff448d;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index f8aed826..79f88f64 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -28,8 +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; - -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() @@ -119,7 +118,7 @@ vec3 fresnel_schlick(vec3 halfway, vec3 look, vec3 base_color, float metalness) } /* 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); @@ -129,7 +128,7 @@ vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 ligh 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) @@ -139,15 +138,27 @@ vec3 cooktorrance_environment(vec3 normal, vec3 look, vec3 base_color, float met vec3 k_spec = f0*scale_bias.x+scale_bias.y; vec3 k_diff = (1.0-k_spec)*(1.0-metalness); - return (k_diff*base_color+k_spec)*ambient_color.rgb; + 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); - - float shadow = get_shadow_factor(0); - vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].color, base_color, metalness, roughness)*shadow; + vec3 color = vec3(0.0); + for(int i=0; i