]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/cooktorrance.glsl
Implement ambient lighting in the Cook-Torrance shader
[libs/gl.git] / shaderlib / cooktorrance.glsl
index 02d697b087c640572a2ed0ebad15fe655ff4f1d2..f8aed8267273fcb4f1ac97c929e3823ba29dbcb0 100644 (file)
@@ -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;
@@ -127,20 +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();
 
@@ -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();