X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=f8aed8267273fcb4f1ac97c929e3823ba29dbcb0;hb=e05c77d2e3582a6962f42dcec0fc5f7845ff448d;hp=2a03e2c51c049095ca23a23dbefbdc432e2d40e0;hpb=55e3f2d494d939280a4ea48676fd17ca2342b457;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index 2a03e2c5..f8aed826 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; @@ -131,17 +132,25 @@ 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); + + 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; - if(use_normal_map) - light = normalize(tbn_light_dir); - else - light = normalize(eye_light_dir); + 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); + color *= get_occlusion_value(); if(use_emission) @@ -152,18 +161,8 @@ vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metaln 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); - } + vec3 normal = get_fragment_normal(); + vec3 look = normalize(world_look_dir); vec4 base_color = get_base_color(); float metalness = get_metalness_value();