X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=f8aed8267273fcb4f1ac97c929e3823ba29dbcb0;hb=e05c77d2e3582a6962f42dcec0fc5f7845ff448d;hp=6a7ebb387fdf3e39aa772940b22b9a5b02007da9;hpb=96c0341d421136d57f4d1a1405e1f61e10656821;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index 6a7ebb38..f8aed826 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -2,17 +2,37 @@ import msp_interface; import common; import shadow; -const bool use_base_color_map = false; -const bool use_metalness_map = false; -const bool use_roughness_map = false; -const bool use_occlusion_map = false; -const bool use_emission = false; -const bool use_emission_map = false; +struct PbrMaterialParameters +{ + vec4 base_color; + vec4 emission; + float metalness; + float roughness; +}; + +uniform PbrMaterial +{ + PbrMaterialParameters pbr_material; +}; + +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(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_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; #pragma MSP stage(fragment) -vec4 get_base_color() +virtual vec4 get_base_color() { if(use_base_color_map) return texture(base_color_map, texcoord.xy); @@ -20,7 +40,7 @@ vec4 get_base_color() return pbr_material.base_color; } -float get_metalness_value() +virtual float get_metalness_value() { if(use_metalness_map) return texture(metalness_map, texcoord.xy).r; @@ -28,7 +48,7 @@ float get_metalness_value() return pbr_material.metalness; } -float get_roughness_value() +virtual float get_roughness_value() { if(use_roughness_map) return texture(roughness_map, texcoord.xy).r; @@ -36,7 +56,7 @@ float get_roughness_value() return pbr_material.roughness; } -float get_occlusion_value() +virtual float get_occlusion_value() { if(use_occlusion_map) return texture(occlusion_map, texcoord.xy).r; @@ -44,7 +64,7 @@ float get_occlusion_value() return 1.0; } -vec3 get_emission_color() +virtual vec3 get_emission_color() { if(use_emission_map) return texture(emission_map, texcoord.xy).rgb; @@ -67,7 +87,8 @@ float normal_distribution_ggxtr(vec3 normal, vec3 halfway, float roughness) float rough_q = roughness * roughness; rough_q *= rough_q; float denom = n_dot_h*n_dot_h*(rough_q-1)+1; - // Scale by pi to get a result per steradian, suitable for integration + /* Scale by pi to normalize the total area of the microfacets as projected + to the macrosurface */ return rough_q/(PI*denom*denom); } @@ -94,7 +115,7 @@ vec3 fresnel_schlick(vec3 halfway, vec3 look, vec3 base_color, float metalness) { // 0.04 is a decent approximation for dielectric base reflectivity vec3 f0 = mix(vec3(0.04), base_color, metalness); - return mix(f0, vec3(1.0), pow(1.0-dot(halfway, look), 5.0)); + return mix(f0, vec3(1.0), pow(max(1.0-dot(halfway, look), 0.0), 5.0)); } /* Computes the full contribution of a single light */ @@ -107,20 +128,28 @@ vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 ligh vec3 k_spec = fresnel_schlick(halfway, light, base_color, metalness); vec3 k_diff = (1.0-k_spec)*(1.0-metalness); - float 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/denom); + 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); +} + +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].diffuse.rgb, base_color, metalness, roughness)*shadow; + 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(); @@ -132,18 +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();