]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/pbr_material.glsl
Rearrange some things in the shader library
[libs/gl.git] / shaderlib / pbr_material.glsl
diff --git a/shaderlib/pbr_material.glsl b/shaderlib/pbr_material.glsl
new file mode 100644 (file)
index 0000000..7af4ea2
--- /dev/null
@@ -0,0 +1,91 @@
+import msp_interface;
+import common;
+import cooktorrance;
+
+struct PbrMaterialParameters
+{
+       vec4 base_color;
+       vec4 tint;
+       vec4 emission;
+       float metalness;
+       float roughness;
+};
+
+layout(set=1) uniform PbrMaterial
+{
+       PbrMaterialParameters pbr_material;
+       AlphaCutoffParams alpha_cutoff;
+};
+
+layout(set=1) uniform sampler2D base_color_map;
+layout(set=1) uniform sampler2D metalness_map;
+layout(set=1) uniform sampler2D roughness_map;
+layout(set=1) uniform sampler2D occlusion_map;
+layout(set=1) uniform sampler2D emission_map;
+
+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;
+
+#pragma MSP stage(fragment)
+virtual vec4 get_base_color()
+{
+       if(use_base_color_map)
+               return texture(base_color_map, texcoord.xy)*pbr_material.tint;
+       else
+               return pbr_material.base_color*pbr_material.tint;
+}
+
+virtual float get_metalness_value()
+{
+       if(use_metalness_map)
+               return texture(metalness_map, texcoord.xy).r;
+       else
+               return pbr_material.metalness;
+}
+
+virtual float get_roughness_value()
+{
+       if(use_roughness_map)
+               return texture(roughness_map, texcoord.xy).r;
+       else
+               return pbr_material.roughness;
+}
+
+virtual float get_occlusion_value()
+{
+       if(use_occlusion_map)
+               return texture(occlusion_map, texcoord.xy).r;
+       else
+               return 1.0;
+}
+
+virtual vec3 get_emission_color()
+{
+       if(use_emission_map)
+               return texture(emission_map, texcoord.xy).rgb;
+       else
+               return pbr_material.emission.rgb;
+}
+
+void main()
+{
+       vec4 base_color = get_base_color();
+       float alpha = apply_alpha_cutoff(base_color.a, alpha_cutoff);
+
+       vec3 normal = get_fragment_normal();
+       vec3 look = normalize(world_look_dir);
+
+       float metalness = get_metalness_value();
+       float roughness = get_roughness_value();
+       float occlusion = get_occlusion_value();
+
+       vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness, occlusion);
+       if(use_emission)
+               lit_color += get_emission_color();
+
+       frag_color = vec4(lit_color, alpha);
+}