Set OpenGL core profile shader as default
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commit
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@ -26,8 +26,6 @@
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<file>shaders/default.frag</file>
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<file>shaders/default.core.vert</file>
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<file>shaders/default.core.frag</file>
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<file>shaders/pbr-qt.frag</file>
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<file>shaders/pbr-joey.frag</file>
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<file>thirdparty/three.js/dust3d.three.js</file>
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<file>languages/dust3d_zh_CN.qm</file>
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<file>ACKNOWLEDGEMENTS.html</file>
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@ -1,20 +1,375 @@
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#version 150
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#version 330
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/****************************************************************************
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**
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** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt3D module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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// Please note that, this file "pbr.frag" is copied and slightly modified from the Qt3D's pbr shader "metalrough.inc.frag"
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// https://github.com/qt/qt3d/blob/5.11/src/extras/shaders/gl3/metalrough.inc.frag
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// Exposure correction
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highp float exposure;
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// Gamma correction
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highp float gamma;
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in highp vec3 vert;
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in highp vec3 vertRaw;
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in highp vec3 vertNormal;
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in highp vec3 vertColor;
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in highp vec2 vertTexCoord;
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in highp float vertMetalness;
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in highp float vertRoughness;
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in highp vec3 cameraPos;
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in highp vec3 firstLightPos;
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in highp vec3 secondLightPos;
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in highp vec3 thirdLightPos;
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in highp float vertAlpha;
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out highp vec4 fragColor;
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uniform highp vec3 lightPos;
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uniform highp sampler2D textureId;
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uniform highp int textureEnabled;
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uniform highp sampler2D normalMapId;
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uniform highp int normalMapEnabled;
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uniform highp sampler2D metalnessRoughnessAmbientOcclusionMapId;
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uniform highp int metalnessMapEnabled;
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uniform highp int roughnessMapEnabled;
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uniform highp int ambientOcclusionMapEnabled;
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uniform highp int mousePickEnabled;
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uniform highp vec3 mousePickTargetPosition;
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uniform highp float mousePickRadius;
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const int MAX_LIGHTS = 8;
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const int TYPE_POINT = 0;
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const int TYPE_DIRECTIONAL = 1;
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const int TYPE_SPOT = 2;
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struct Light {
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int type;
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highp vec3 position;
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highp vec3 color;
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highp float intensity;
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highp vec3 direction;
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highp float constantAttenuation;
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highp float linearAttenuation;
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highp float quadraticAttenuation;
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highp float cutOffAngle;
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};
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int lightCount;
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Light lights[MAX_LIGHTS];
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highp float remapRoughness(const in highp float roughness)
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{
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// As per page 14 of
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// http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
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// we remap the roughness to give a more perceptually linear response
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// of "bluriness" as a function of the roughness specified by the user.
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// r = roughness^2
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highp float maxSpecPower;
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highp float minRoughness;
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maxSpecPower = 999999.0;
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minRoughness = sqrt(2.0 / (maxSpecPower + 2.0));
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return max(roughness * roughness, minRoughness);
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}
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highp float normalDistribution(const in highp vec3 n, const in highp vec3 h, const in highp float alpha)
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{
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// Blinn-Phong approximation - see
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// http://graphicrants.blogspot.co.uk/2013/08/specular-brdf-reference.html
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highp float specPower = 2.0 / (alpha * alpha) - 2.0;
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return (specPower + 2.0) / (2.0 * 3.14159) * pow(max(dot(n, h), 0.0), specPower);
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}
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highp vec3 fresnelFactor(const in highp vec3 color, const in highp float cosineFactor)
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{
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// Calculate the Fresnel effect value
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highp vec3 f = color;
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highp vec3 F = f + (1.0 - f) * pow(1.0 - cosineFactor, 5.0);
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return clamp(F, f, vec3(1.0));
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}
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highp float geometricModel(const in highp float lDotN,
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const in highp float vDotN,
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const in highp vec3 h)
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{
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// Implicit geometric model (equal to denominator in specular model).
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// This currently assumes that there is no attenuation by geometric shadowing or
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// masking according to the microfacet theory.
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return lDotN * vDotN;
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}
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highp vec3 specularModel(const in highp vec3 F0,
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const in highp float sDotH,
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const in highp float sDotN,
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const in highp float vDotN,
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const in highp vec3 n,
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const in highp vec3 h)
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{
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// Clamp sDotN and vDotN to small positive value to prevent the
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// denominator in the reflection equation going to infinity. Balance this
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// by using the clamped values in the geometric factor function to
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// avoid ugly seams in the specular lighting.
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highp float sDotNPrime = max(sDotN, 0.001);
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highp float vDotNPrime = max(vDotN, 0.001);
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highp vec3 F = fresnelFactor(F0, sDotH);
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highp float G = geometricModel(sDotNPrime, vDotNPrime, h);
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highp vec3 cSpec = F * G / (4.0 * sDotNPrime * vDotNPrime);
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return clamp(cSpec, vec3(0.0), vec3(1.0));
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}
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highp vec3 pbrModel(const in int lightIndex,
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const in highp vec3 wPosition,
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const in highp vec3 wNormal,
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const in highp vec3 wView,
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const in highp vec3 baseColor,
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const in highp float metalness,
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const in highp float alpha,
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const in highp float ambientOcclusion)
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{
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// Calculate some useful quantities
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highp vec3 n = wNormal;
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highp vec3 s = vec3(0.0);
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highp vec3 v = wView;
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highp vec3 h = vec3(0.0);
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highp float vDotN = dot(v, n);
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highp float sDotN = 0.0;
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highp float sDotH = 0.0;
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highp float att = 1.0;
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if (lights[lightIndex].type != TYPE_DIRECTIONAL) {
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// Point and Spot lights
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highp vec3 sUnnormalized = vec3(lights[lightIndex].position) - wPosition;
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s = normalize(sUnnormalized);
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// Calculate the attenuation factor
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sDotN = dot(s, n);
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if (sDotN > 0.0) {
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if (lights[lightIndex].constantAttenuation != 0.0
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|| lights[lightIndex].linearAttenuation != 0.0
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|| lights[lightIndex].quadraticAttenuation != 0.0) {
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highp float dist = length(sUnnormalized);
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att = 1.0 / (lights[lightIndex].constantAttenuation +
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lights[lightIndex].linearAttenuation * dist +
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lights[lightIndex].quadraticAttenuation * dist * dist);
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}
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// The light direction is in world space already
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if (lights[lightIndex].type == TYPE_SPOT) {
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// Check if fragment is inside or outside of the spot light cone
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if (degrees(acos(dot(-s, lights[lightIndex].direction))) > lights[lightIndex].cutOffAngle)
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sDotN = 0.0;
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}
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}
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} else {
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// Directional lights
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// The light direction is in world space already
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s = normalize(-lights[lightIndex].direction);
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sDotN = dot(s, n);
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}
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h = normalize(s + v);
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sDotH = dot(s, h);
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// Calculate diffuse component
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highp vec3 diffuseColor = (1.0 - metalness) * baseColor * lights[lightIndex].color;
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highp vec3 diffuse = diffuseColor * max(sDotN, 0.0) / 3.14159;
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// Calculate specular component
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highp vec3 dielectricColor = vec3(0.04);
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highp vec3 F0 = mix(dielectricColor, baseColor, metalness);
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highp vec3 specularFactor = vec3(0.0);
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if (sDotN > 0.0) {
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specularFactor = specularModel(F0, sDotH, sDotN, vDotN, n, h);
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specularFactor *= normalDistribution(n, h, alpha);
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}
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highp vec3 specularColor = lights[lightIndex].color;
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highp vec3 specular = specularColor * specularFactor;
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// Blend between diffuse and specular to conserver energy
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highp vec3 color = att * lights[lightIndex].intensity * (specular + diffuse * (vec3(1.0) - specular));
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// Reduce by ambient occlusion amount
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color *= ambientOcclusion;
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return color;
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}
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highp vec3 toneMap(const in highp vec3 c)
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{
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return c / (c + vec3(1.0));
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}
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highp vec3 gammaCorrect(const in highp vec3 color)
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{
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return pow(color, vec3(1.0 / gamma));
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}
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highp vec4 metalRoughFunction(const in highp vec4 baseColor,
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const in highp float metalness,
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const in highp float roughness,
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const in highp float ambientOcclusion,
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const in highp vec3 worldPosition,
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const in highp vec3 worldView,
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const in highp vec3 worldNormal)
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{
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highp vec3 cLinear = vec3(0.0);
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// Remap roughness for a perceptually more linear correspondence
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highp float alpha = remapRoughness(roughness);
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for (int i = 0; i < lightCount; ++i) {
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cLinear += pbrModel(i,
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worldPosition,
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worldNormal,
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worldView,
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baseColor.rgb,
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metalness,
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alpha,
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ambientOcclusion);
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}
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// Apply exposure correction
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cLinear *= pow(2.0, exposure);
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// Apply simple (Reinhard) tonemap transform to get into LDR range [0, 1]
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highp vec3 cToneMapped = toneMap(cLinear);
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// Apply gamma correction prior to display
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highp vec3 cGamma = gammaCorrect(cToneMapped);
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return vec4(cGamma, baseColor.a);
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}
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void main()
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{
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highp vec3 L = normalize(lightPos - vert);
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highp float NL = max(dot(normalize(vertNormal), L), 0.0);
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// FIXME: don't hard code here
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exposure = 1.0;
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gamma = 2.2;
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// Light settings:
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// https://doc-snapshots.qt.io/qt5-5.12/qt3d-pbr-materials-lights-qml.html
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lightCount = 3;
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// Key light
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lights[0].type = TYPE_POINT;
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lights[0].position = firstLightPos;
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lights[0].color = vec3(1.0, 1.0, 1.0);
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lights[0].intensity = 3.0;
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lights[0].constantAttenuation = 0.0;
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lights[0].linearAttenuation = 0.0;
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lights[0].quadraticAttenuation = 0.0;
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// Fill light
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lights[1].type = TYPE_POINT;
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lights[1].position = secondLightPos;
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lights[1].color = vec3(1.0, 1.0, 1.0);
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lights[1].intensity = 1.0;
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lights[1].constantAttenuation = 0.0;
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lights[1].linearAttenuation = 0.0;
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lights[1].quadraticAttenuation = 0.0;
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// Rim light
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lights[2].type = TYPE_POINT;
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lights[2].position = thirdLightPos;
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lights[2].color = vec3(1.0, 1.0, 1.0);
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lights[2].intensity = 0.5;
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lights[2].constantAttenuation = 0.0;
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lights[2].linearAttenuation = 0.0;
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lights[2].quadraticAttenuation = 0.0;
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highp vec3 color = vertColor;
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highp float alpha = vertAlpha;
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if (textureEnabled == 1) {
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color = texture(textureId, vertTexCoord).rgb;
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highp vec4 textColor = texture(textureId, vertTexCoord);
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color = textColor.rgb;
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alpha = textColor.a;
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}
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highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);
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fragColor = vec4(col, 1.0);
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if (mousePickEnabled == 1) {
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if (distance(mousePickTargetPosition, vertRaw) <= mousePickRadius) {
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color = color + vec3(0.99, 0.4, 0.13);
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}
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}
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color = pow(color, vec3(gamma));
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highp vec3 normal = vertNormal;
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if (normalMapEnabled == 1) {
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normal = texture(normalMapId, vertTexCoord).rgb;
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normal = normalize(normal * 2.0 - 1.0);
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}
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// Red: Ambient Occlusion
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// Green: Roughness
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// Blue: Metallic
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highp float metalness = vertMetalness;
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if (metalnessMapEnabled == 1) {
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metalness = texture(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).b;
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}
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highp float roughness = vertRoughness;
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if (roughnessMapEnabled == 1) {
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roughness = texture(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).g;
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}
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highp float ambientOcclusion = 1.0;
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if (ambientOcclusionMapEnabled == 1) {
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ambientOcclusion = texture(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).r;
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}
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roughness = min(0.99, roughness);
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metalness = min(0.99, metalness);
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fragColor = metalRoughFunction(vec4(color, alpha),
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metalness,
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roughness,
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ambientOcclusion,
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vert,
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normalize(cameraPos - vert),
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normal);
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}
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@ -1,27 +1,67 @@
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#version 150
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in vec4 vertex;
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in vec3 normal;
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in vec3 color;
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in vec2 texCoord;
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in float metalness;
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in float roughness;
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in vec3 tangent;
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out vec3 vert;
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out vec3 vertNormal;
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out vec3 vertColor;
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out vec2 vertTexCoord;
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out float vertMetalness;
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out float vertRoughness;
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uniform mat4 projMatrix;
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uniform mat4 mvMatrix;
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uniform mat3 normalMatrix;
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#version 330
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layout(location = 0) in highp vec4 vertex;
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layout(location = 1) in highp vec3 normal;
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layout(location = 2) in highp vec3 color;
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layout(location = 3) in highp vec2 texCoord;
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layout(location = 4) in highp float metalness;
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layout(location = 5) in highp float roughness;
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layout(location = 6) in highp vec3 tangent;
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layout(location = 7) in highp float alpha;
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out highp vec3 vert;
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out highp vec3 vertRaw;
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out highp vec3 vertNormal;
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out highp vec3 vertColor;
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out highp vec2 vertTexCoord;
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out highp float vertMetalness;
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out highp float vertRoughness;
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out highp vec3 cameraPos;
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out highp vec3 firstLightPos;
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out highp vec3 secondLightPos;
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out highp vec3 thirdLightPos;
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out highp float vertAlpha;
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uniform highp mat4 projectionMatrix;
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uniform highp mat4 modelMatrix;
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uniform highp mat3 normalMatrix;
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uniform highp mat4 viewMatrix;
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uniform highp int normalMapEnabled;
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mat3 transpose(mat3 m)
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{
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return mat3(m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2]);
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}
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void main()
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{
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vert = vertex.xyz;
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vertNormal = normalMatrix * normal;
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vert = (modelMatrix * vertex).xyz;
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vertRaw = vert;
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vertNormal = normalize((modelMatrix * vec4(normal, 1.0)).xyz);
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vertColor = color;
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vertAlpha = alpha;
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cameraPos = vec3(0, 0, -4.0);
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firstLightPos = vec3(5.0, 5.0, 5.0);
|
||||
secondLightPos = vec3(-5.0, 5.0, 5.0);
|
||||
thirdLightPos = vec3(0.0, -5.0, -5.0);
|
||||
|
||||
gl_Position = projectionMatrix * viewMatrix * vec4(vert, 1.0);
|
||||
|
||||
if (normalMapEnabled == 1) {
|
||||
vec3 T = normalize(normalMatrix * tangent);
|
||||
vec3 N = normalize(normalMatrix * normal);
|
||||
T = normalize(T - dot(T, N) * N);
|
||||
vec3 B = cross(N, T);
|
||||
|
||||
mat3 TBN = transpose(mat3(T, B, N));
|
||||
firstLightPos = TBN * firstLightPos;
|
||||
secondLightPos = TBN * secondLightPos;
|
||||
thirdLightPos = TBN * thirdLightPos;
|
||||
cameraPos = TBN * cameraPos;
|
||||
vert = TBN * vert;
|
||||
}
|
||||
|
||||
vertTexCoord = texCoord;
|
||||
vertMetalness = metalness;
|
||||
vertRoughness = roughness;
|
||||
gl_Position = projMatrix * mvMatrix * vertex;
|
||||
}
|
|
@ -1,18 +1,373 @@
|
|||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
|
||||
** Contact: https://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt3D module of the Qt Toolkit.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** Commercial License Usage
|
||||
** Licensees holding valid commercial Qt licenses may use this file in
|
||||
** accordance with the commercial license agreement provided with the
|
||||
** Software or, alternatively, in accordance with the terms contained in
|
||||
** a written agreement between you and The Qt Company. For licensing terms
|
||||
** and conditions see https://www.qt.io/terms-conditions. For further
|
||||
** information use the contact form at https://www.qt.io/contact-us.
|
||||
**
|
||||
** BSD License Usage
|
||||
** Alternatively, you may use this file under the terms of the BSD license
|
||||
** as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
// Please note that, this file "pbr.frag" is copied and slightly modified from the Qt3D's pbr shader "metalrough.inc.frag"
|
||||
// https://github.com/qt/qt3d/blob/5.11/src/extras/shaders/gl3/metalrough.inc.frag
|
||||
|
||||
// Exposure correction
|
||||
highp float exposure;
|
||||
// Gamma correction
|
||||
highp float gamma;
|
||||
|
||||
varying highp vec3 vert;
|
||||
varying highp vec3 vertRaw;
|
||||
varying highp vec3 vertNormal;
|
||||
varying highp vec3 vertColor;
|
||||
varying highp vec2 vertTexCoord;
|
||||
varying highp float vertMetalness;
|
||||
varying highp float vertRoughness;
|
||||
varying highp vec3 cameraPos;
|
||||
varying highp vec3 firstLightPos;
|
||||
varying highp vec3 secondLightPos;
|
||||
varying highp vec3 thirdLightPos;
|
||||
varying highp float vertAlpha;
|
||||
uniform highp vec3 lightPos;
|
||||
uniform highp sampler2D textureId;
|
||||
uniform highp int textureEnabled;
|
||||
uniform highp sampler2D normalMapId;
|
||||
uniform highp int normalMapEnabled;
|
||||
uniform highp sampler2D metalnessRoughnessAmbientOcclusionMapId;
|
||||
uniform highp int metalnessMapEnabled;
|
||||
uniform highp int roughnessMapEnabled;
|
||||
uniform highp int ambientOcclusionMapEnabled;
|
||||
uniform highp int mousePickEnabled;
|
||||
uniform highp vec3 mousePickTargetPosition;
|
||||
uniform highp float mousePickRadius;
|
||||
|
||||
const int MAX_LIGHTS = 8;
|
||||
const int TYPE_POINT = 0;
|
||||
const int TYPE_DIRECTIONAL = 1;
|
||||
const int TYPE_SPOT = 2;
|
||||
struct Light {
|
||||
int type;
|
||||
highp vec3 position;
|
||||
highp vec3 color;
|
||||
highp float intensity;
|
||||
highp vec3 direction;
|
||||
highp float constantAttenuation;
|
||||
highp float linearAttenuation;
|
||||
highp float quadraticAttenuation;
|
||||
highp float cutOffAngle;
|
||||
};
|
||||
int lightCount;
|
||||
Light lights[MAX_LIGHTS];
|
||||
|
||||
highp float remapRoughness(const in highp float roughness)
|
||||
{
|
||||
// As per page 14 of
|
||||
// http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
|
||||
// we remap the roughness to give a more perceptually linear response
|
||||
// of "bluriness" as a function of the roughness specified by the user.
|
||||
// r = roughness^2
|
||||
highp float maxSpecPower;
|
||||
highp float minRoughness;
|
||||
maxSpecPower = 999999.0;
|
||||
minRoughness = sqrt(2.0 / (maxSpecPower + 2.0));
|
||||
return max(roughness * roughness, minRoughness);
|
||||
}
|
||||
|
||||
highp float normalDistribution(const in highp vec3 n, const in highp vec3 h, const in highp float alpha)
|
||||
{
|
||||
// Blinn-Phong approximation - see
|
||||
// http://graphicrants.blogspot.co.uk/2013/08/specular-brdf-reference.html
|
||||
highp float specPower = 2.0 / (alpha * alpha) - 2.0;
|
||||
return (specPower + 2.0) / (2.0 * 3.14159) * pow(max(dot(n, h), 0.0), specPower);
|
||||
}
|
||||
|
||||
highp vec3 fresnelFactor(const in highp vec3 color, const in highp float cosineFactor)
|
||||
{
|
||||
// Calculate the Fresnel effect value
|
||||
highp vec3 f = color;
|
||||
highp vec3 F = f + (1.0 - f) * pow(1.0 - cosineFactor, 5.0);
|
||||
return clamp(F, f, vec3(1.0));
|
||||
}
|
||||
|
||||
highp float geometricModel(const in highp float lDotN,
|
||||
const in highp float vDotN,
|
||||
const in highp vec3 h)
|
||||
{
|
||||
// Implicit geometric model (equal to denominator in specular model).
|
||||
// This currently assumes that there is no attenuation by geometric shadowing or
|
||||
// masking according to the microfacet theory.
|
||||
return lDotN * vDotN;
|
||||
}
|
||||
|
||||
highp vec3 specularModel(const in highp vec3 F0,
|
||||
const in highp float sDotH,
|
||||
const in highp float sDotN,
|
||||
const in highp float vDotN,
|
||||
const in highp vec3 n,
|
||||
const in highp vec3 h)
|
||||
{
|
||||
// Clamp sDotN and vDotN to small positive value to prevent the
|
||||
// denominator in the reflection equation going to infinity. Balance this
|
||||
// by using the clamped values in the geometric factor function to
|
||||
// avoid ugly seams in the specular lighting.
|
||||
highp float sDotNPrime = max(sDotN, 0.001);
|
||||
highp float vDotNPrime = max(vDotN, 0.001);
|
||||
|
||||
highp vec3 F = fresnelFactor(F0, sDotH);
|
||||
highp float G = geometricModel(sDotNPrime, vDotNPrime, h);
|
||||
|
||||
highp vec3 cSpec = F * G / (4.0 * sDotNPrime * vDotNPrime);
|
||||
return clamp(cSpec, vec3(0.0), vec3(1.0));
|
||||
}
|
||||
|
||||
highp vec3 pbrModel(const in int lightIndex,
|
||||
const in highp vec3 wPosition,
|
||||
const in highp vec3 wNormal,
|
||||
const in highp vec3 wView,
|
||||
const in highp vec3 baseColor,
|
||||
const in highp float metalness,
|
||||
const in highp float alpha,
|
||||
const in highp float ambientOcclusion)
|
||||
{
|
||||
// Calculate some useful quantities
|
||||
highp vec3 n = wNormal;
|
||||
highp vec3 s = vec3(0.0);
|
||||
highp vec3 v = wView;
|
||||
highp vec3 h = vec3(0.0);
|
||||
|
||||
highp float vDotN = dot(v, n);
|
||||
highp float sDotN = 0.0;
|
||||
highp float sDotH = 0.0;
|
||||
highp float att = 1.0;
|
||||
|
||||
if (lights[lightIndex].type != TYPE_DIRECTIONAL) {
|
||||
// Point and Spot lights
|
||||
highp vec3 sUnnormalized = vec3(lights[lightIndex].position) - wPosition;
|
||||
s = normalize(sUnnormalized);
|
||||
|
||||
// Calculate the attenuation factor
|
||||
sDotN = dot(s, n);
|
||||
if (sDotN > 0.0) {
|
||||
if (lights[lightIndex].constantAttenuation != 0.0
|
||||
|| lights[lightIndex].linearAttenuation != 0.0
|
||||
|| lights[lightIndex].quadraticAttenuation != 0.0) {
|
||||
highp float dist = length(sUnnormalized);
|
||||
att = 1.0 / (lights[lightIndex].constantAttenuation +
|
||||
lights[lightIndex].linearAttenuation * dist +
|
||||
lights[lightIndex].quadraticAttenuation * dist * dist);
|
||||
}
|
||||
|
||||
// The light direction is in world space already
|
||||
if (lights[lightIndex].type == TYPE_SPOT) {
|
||||
// Check if fragment is inside or outside of the spot light cone
|
||||
if (degrees(acos(dot(-s, lights[lightIndex].direction))) > lights[lightIndex].cutOffAngle)
|
||||
sDotN = 0.0;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Directional lights
|
||||
// The light direction is in world space already
|
||||
s = normalize(-lights[lightIndex].direction);
|
||||
sDotN = dot(s, n);
|
||||
}
|
||||
|
||||
h = normalize(s + v);
|
||||
sDotH = dot(s, h);
|
||||
|
||||
// Calculate diffuse component
|
||||
highp vec3 diffuseColor = (1.0 - metalness) * baseColor * lights[lightIndex].color;
|
||||
highp vec3 diffuse = diffuseColor * max(sDotN, 0.0) / 3.14159;
|
||||
|
||||
// Calculate specular component
|
||||
highp vec3 dielectricColor = vec3(0.04);
|
||||
highp vec3 F0 = mix(dielectricColor, baseColor, metalness);
|
||||
highp vec3 specularFactor = vec3(0.0);
|
||||
if (sDotN > 0.0) {
|
||||
specularFactor = specularModel(F0, sDotH, sDotN, vDotN, n, h);
|
||||
specularFactor *= normalDistribution(n, h, alpha);
|
||||
}
|
||||
highp vec3 specularColor = lights[lightIndex].color;
|
||||
highp vec3 specular = specularColor * specularFactor;
|
||||
|
||||
// Blend between diffuse and specular to conserver energy
|
||||
highp vec3 color = att * lights[lightIndex].intensity * (specular + diffuse * (vec3(1.0) - specular));
|
||||
|
||||
// Reduce by ambient occlusion amount
|
||||
color *= ambientOcclusion;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
highp vec3 toneMap(const in highp vec3 c)
|
||||
{
|
||||
return c / (c + vec3(1.0));
|
||||
}
|
||||
|
||||
highp vec3 gammaCorrect(const in highp vec3 color)
|
||||
{
|
||||
return pow(color, vec3(1.0 / gamma));
|
||||
}
|
||||
|
||||
highp vec4 metalRoughFunction(const in highp vec4 baseColor,
|
||||
const in highp float metalness,
|
||||
const in highp float roughness,
|
||||
const in highp float ambientOcclusion,
|
||||
const in highp vec3 worldPosition,
|
||||
const in highp vec3 worldView,
|
||||
const in highp vec3 worldNormal)
|
||||
{
|
||||
highp vec3 cLinear = vec3(0.0);
|
||||
|
||||
// Remap roughness for a perceptually more linear correspondence
|
||||
highp float alpha = remapRoughness(roughness);
|
||||
|
||||
for (int i = 0; i < lightCount; ++i) {
|
||||
cLinear += pbrModel(i,
|
||||
worldPosition,
|
||||
worldNormal,
|
||||
worldView,
|
||||
baseColor.rgb,
|
||||
metalness,
|
||||
alpha,
|
||||
ambientOcclusion);
|
||||
}
|
||||
|
||||
// Apply exposure correction
|
||||
cLinear *= pow(2.0, exposure);
|
||||
|
||||
// Apply simple (Reinhard) tonemap transform to get into LDR range [0, 1]
|
||||
highp vec3 cToneMapped = toneMap(cLinear);
|
||||
|
||||
// Apply gamma correction prior to display
|
||||
highp vec3 cGamma = gammaCorrect(cToneMapped);
|
||||
|
||||
return vec4(cGamma, baseColor.a);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
highp vec3 L = normalize(lightPos - vert);
|
||||
highp float NL = max(dot(normalize(vertNormal), L), 0.0);
|
||||
// FIXME: don't hard code here
|
||||
exposure = 1.0;
|
||||
gamma = 2.2;
|
||||
|
||||
// Light settings:
|
||||
// https://doc-snapshots.qt.io/qt5-5.12/qt3d-pbr-materials-lights-qml.html
|
||||
lightCount = 3;
|
||||
|
||||
// Key light
|
||||
lights[0].type = TYPE_POINT;
|
||||
lights[0].position = firstLightPos;
|
||||
lights[0].color = vec3(1.0, 1.0, 1.0);
|
||||
lights[0].intensity = 3.0;
|
||||
lights[0].constantAttenuation = 0.0;
|
||||
lights[0].linearAttenuation = 0.0;
|
||||
lights[0].quadraticAttenuation = 0.0;
|
||||
|
||||
// Fill light
|
||||
lights[1].type = TYPE_POINT;
|
||||
lights[1].position = secondLightPos;
|
||||
lights[1].color = vec3(1.0, 1.0, 1.0);
|
||||
lights[1].intensity = 1.0;
|
||||
lights[1].constantAttenuation = 0.0;
|
||||
lights[1].linearAttenuation = 0.0;
|
||||
lights[1].quadraticAttenuation = 0.0;
|
||||
|
||||
// Rim light
|
||||
lights[2].type = TYPE_POINT;
|
||||
lights[2].position = thirdLightPos;
|
||||
lights[2].color = vec3(1.0, 1.0, 1.0);
|
||||
lights[2].intensity = 0.5;
|
||||
lights[2].constantAttenuation = 0.0;
|
||||
lights[2].linearAttenuation = 0.0;
|
||||
lights[2].quadraticAttenuation = 0.0;
|
||||
|
||||
highp vec3 color = vertColor;
|
||||
highp float alpha = vertAlpha;
|
||||
if (textureEnabled == 1) {
|
||||
color = texture2D(textureId, vertTexCoord).rgb;
|
||||
highp vec4 textColor = texture2D(textureId, vertTexCoord);
|
||||
color = textColor.rgb;
|
||||
alpha = textColor.a;
|
||||
}
|
||||
highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);
|
||||
gl_FragColor = vec4(col, 1.0);
|
||||
if (mousePickEnabled == 1) {
|
||||
if (distance(mousePickTargetPosition, vertRaw) <= mousePickRadius) {
|
||||
color = color + vec3(0.99, 0.4, 0.13);
|
||||
}
|
||||
}
|
||||
color = pow(color, vec3(gamma));
|
||||
|
||||
highp vec3 normal = vertNormal;
|
||||
if (normalMapEnabled == 1) {
|
||||
normal = texture2D(normalMapId, vertTexCoord).rgb;
|
||||
normal = normalize(normal * 2.0 - 1.0);
|
||||
}
|
||||
|
||||
// Red: Ambient Occlusion
|
||||
// Green: Roughness
|
||||
// Blue: Metallic
|
||||
|
||||
highp float metalness = vertMetalness;
|
||||
if (metalnessMapEnabled == 1) {
|
||||
metalness = texture2D(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).b;
|
||||
}
|
||||
|
||||
highp float roughness = vertRoughness;
|
||||
if (roughnessMapEnabled == 1) {
|
||||
roughness = texture2D(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).g;
|
||||
}
|
||||
|
||||
highp float ambientOcclusion = 1.0;
|
||||
if (ambientOcclusionMapEnabled == 1) {
|
||||
ambientOcclusion = texture2D(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).r;
|
||||
}
|
||||
|
||||
roughness = min(0.99, roughness);
|
||||
metalness = min(0.99, metalness);
|
||||
|
||||
gl_FragColor = metalRoughFunction(vec4(color, alpha),
|
||||
metalness,
|
||||
roughness,
|
||||
ambientOcclusion,
|
||||
vert,
|
||||
normalize(cameraPos - vert),
|
||||
normal);
|
||||
}
|
|
@ -1,154 +0,0 @@
|
|||
// Copy and modified from Joey's code
|
||||
// https://github.com/JoeyDeVries/LearnOpenGL/blob/master/src/6.pbr/1.1.lighting/1.1.pbr.fs
|
||||
|
||||
const float PI = 3.14159265359;
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
||||
{
|
||||
float a = roughness*roughness;
|
||||
float a2 = a*a;
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float NdotH2 = NdotH*NdotH;
|
||||
|
||||
float nom = a2;
|
||||
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||
denom = PI * denom * denom;
|
||||
|
||||
return nom / max(denom, 0.001); // prevent divide by zero for roughness=0.0 and NdotH=1.0
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r*r) / 8.0;
|
||||
|
||||
float nom = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
|
||||
return nom / denom;
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||
{
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
vec3 fresnelSchlick(float cosTheta, vec3 F0)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
varying highp vec3 vert;
|
||||
varying highp vec3 vertNormal;
|
||||
varying highp vec3 vertColor;
|
||||
varying highp vec2 vertTexCoord;
|
||||
varying highp float vertMetalness;
|
||||
varying highp float vertRoughness;
|
||||
varying highp vec3 cameraPos;
|
||||
uniform highp vec3 lightPos;
|
||||
uniform highp sampler2D textureId;
|
||||
uniform highp int textureEnabled;
|
||||
|
||||
const int MAX_LIGHTS = 8;
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 color;
|
||||
float intensity;
|
||||
};
|
||||
int lightCount;
|
||||
Light lights[MAX_LIGHTS];
|
||||
|
||||
void main()
|
||||
{
|
||||
const highp float vertAmbientOcclusion = 1.0;
|
||||
|
||||
vec3 albedo = vertColor;
|
||||
if (textureEnabled == 1) {
|
||||
albedo = texture2D(textureId, vertTexCoord).rgb;
|
||||
}
|
||||
albedo = pow(albedo, vec3(2.2));
|
||||
|
||||
lightCount = 3;
|
||||
float roughness = vertRoughness;
|
||||
float metalness = vertMetalness;
|
||||
|
||||
// Key light
|
||||
lights[0].position = vec3(5.0, 5.0, 5.0);
|
||||
lights[0].color = vec3(150.0, 150.0, 150.0);
|
||||
lights[0].intensity = 0.8;
|
||||
|
||||
// Fill light
|
||||
lights[1].position = vec3(-5.0, 5.0, 5.0);
|
||||
lights[1].color = vec3(150.0, 150.0, 150.0);
|
||||
lights[1].intensity = 0.4;
|
||||
|
||||
// Rim light
|
||||
lights[2].position = vec3(0.0, -2.5, -5.0);
|
||||
lights[2].color = vec3(150.0, 150.0, 150.0);
|
||||
lights[2].intensity = 0.2;
|
||||
|
||||
vec3 N = normalize(vertNormal);
|
||||
vec3 V = normalize(cameraPos - vert);
|
||||
|
||||
// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
|
||||
// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
|
||||
vec3 F0 = vec3(0.04);
|
||||
F0 = mix(F0, albedo, metalness);
|
||||
|
||||
// reflectance equation
|
||||
vec3 Lo = vec3(0.0);
|
||||
for (int i = 0; i < lightCount; ++i)
|
||||
{
|
||||
// calculate per-light radiance
|
||||
vec3 L = normalize(lights[i].position - vert);
|
||||
vec3 H = normalize(V + L);
|
||||
float distance = length(lights[i].position - vert);
|
||||
float attenuation = 1.0 / (distance * distance);
|
||||
vec3 radiance = lights[i].color * attenuation;
|
||||
|
||||
// Cook-Torrance BRDF
|
||||
float NDF = DistributionGGX(N, H, roughness);
|
||||
float G = GeometrySmith(N, V, L, roughness);
|
||||
vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
|
||||
|
||||
vec3 nominator = NDF * G * F;
|
||||
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
|
||||
vec3 specular = nominator / max(denominator, 0.001); // prevent divide by zero for NdotV=0.0 or NdotL=0.0
|
||||
|
||||
// kS is equal to Fresnel
|
||||
vec3 kS = F;
|
||||
// for energy conservation, the diffuse and specular light can't
|
||||
// be above 1.0 (unless the surface emits light); to preserve this
|
||||
// relationship the diffuse component (kD) should equal 1.0 - kS.
|
||||
vec3 kD = vec3(1.0) - kS;
|
||||
// multiply kD by the inverse metalness such that only non-metals
|
||||
// have diffuse lighting, or a linear blend if partly metal (pure metals
|
||||
// have no diffuse light).
|
||||
kD *= 1.0 - metalness;
|
||||
|
||||
// scale light by NdotL
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
|
||||
// add to outgoing radiance Lo
|
||||
Lo += lights[i].intensity * (kD * albedo / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
|
||||
}
|
||||
|
||||
// ambient lighting (note that the next IBL tutorial will replace
|
||||
// this ambient lighting with environment lighting).
|
||||
vec3 ambient = vec3(0.03) * albedo * vertAmbientOcclusion;
|
||||
|
||||
vec3 color = ambient + Lo;
|
||||
|
||||
// HDR tonemapping
|
||||
color = color / (color + vec3(1.0));
|
||||
// gamma correct
|
||||
color = pow(color, vec3(1.0/2.2));
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
|
@ -1,373 +0,0 @@
|
|||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
|
||||
** Contact: https://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt3D module of the Qt Toolkit.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** Commercial License Usage
|
||||
** Licensees holding valid commercial Qt licenses may use this file in
|
||||
** accordance with the commercial license agreement provided with the
|
||||
** Software or, alternatively, in accordance with the terms contained in
|
||||
** a written agreement between you and The Qt Company. For licensing terms
|
||||
** and conditions see https://www.qt.io/terms-conditions. For further
|
||||
** information use the contact form at https://www.qt.io/contact-us.
|
||||
**
|
||||
** BSD License Usage
|
||||
** Alternatively, you may use this file under the terms of the BSD license
|
||||
** as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
// Please note that, this file "pbr.frag" is copied and slightly modified from the Qt3D's pbr shader "metalrough.inc.frag"
|
||||
// https://github.com/qt/qt3d/blob/5.11/src/extras/shaders/gl3/metalrough.inc.frag
|
||||
|
||||
// Exposure correction
|
||||
highp float exposure;
|
||||
// Gamma correction
|
||||
highp float gamma;
|
||||
|
||||
varying highp vec3 vert;
|
||||
varying highp vec3 vertRaw;
|
||||
varying highp vec3 vertNormal;
|
||||
varying highp vec3 vertColor;
|
||||
varying highp vec2 vertTexCoord;
|
||||
varying highp float vertMetalness;
|
||||
varying highp float vertRoughness;
|
||||
varying highp vec3 cameraPos;
|
||||
varying highp vec3 firstLightPos;
|
||||
varying highp vec3 secondLightPos;
|
||||
varying highp vec3 thirdLightPos;
|
||||
varying highp float vertAlpha;
|
||||
uniform highp vec3 lightPos;
|
||||
uniform highp sampler2D textureId;
|
||||
uniform highp int textureEnabled;
|
||||
uniform highp sampler2D normalMapId;
|
||||
uniform highp int normalMapEnabled;
|
||||
uniform highp sampler2D metalnessRoughnessAmbientOcclusionMapId;
|
||||
uniform highp int metalnessMapEnabled;
|
||||
uniform highp int roughnessMapEnabled;
|
||||
uniform highp int ambientOcclusionMapEnabled;
|
||||
uniform highp int mousePickEnabled;
|
||||
uniform highp vec3 mousePickTargetPosition;
|
||||
uniform highp float mousePickRadius;
|
||||
|
||||
const int MAX_LIGHTS = 8;
|
||||
const int TYPE_POINT = 0;
|
||||
const int TYPE_DIRECTIONAL = 1;
|
||||
const int TYPE_SPOT = 2;
|
||||
struct Light {
|
||||
int type;
|
||||
highp vec3 position;
|
||||
highp vec3 color;
|
||||
highp float intensity;
|
||||
highp vec3 direction;
|
||||
highp float constantAttenuation;
|
||||
highp float linearAttenuation;
|
||||
highp float quadraticAttenuation;
|
||||
highp float cutOffAngle;
|
||||
};
|
||||
int lightCount;
|
||||
Light lights[MAX_LIGHTS];
|
||||
|
||||
highp float remapRoughness(const in highp float roughness)
|
||||
{
|
||||
// As per page 14 of
|
||||
// http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
|
||||
// we remap the roughness to give a more perceptually linear response
|
||||
// of "bluriness" as a function of the roughness specified by the user.
|
||||
// r = roughness^2
|
||||
highp float maxSpecPower;
|
||||
highp float minRoughness;
|
||||
maxSpecPower = 999999.0;
|
||||
minRoughness = sqrt(2.0 / (maxSpecPower + 2.0));
|
||||
return max(roughness * roughness, minRoughness);
|
||||
}
|
||||
|
||||
highp float normalDistribution(const in highp vec3 n, const in highp vec3 h, const in highp float alpha)
|
||||
{
|
||||
// Blinn-Phong approximation - see
|
||||
// http://graphicrants.blogspot.co.uk/2013/08/specular-brdf-reference.html
|
||||
highp float specPower = 2.0 / (alpha * alpha) - 2.0;
|
||||
return (specPower + 2.0) / (2.0 * 3.14159) * pow(max(dot(n, h), 0.0), specPower);
|
||||
}
|
||||
|
||||
highp vec3 fresnelFactor(const in highp vec3 color, const in highp float cosineFactor)
|
||||
{
|
||||
// Calculate the Fresnel effect value
|
||||
highp vec3 f = color;
|
||||
highp vec3 F = f + (1.0 - f) * pow(1.0 - cosineFactor, 5.0);
|
||||
return clamp(F, f, vec3(1.0));
|
||||
}
|
||||
|
||||
highp float geometricModel(const in highp float lDotN,
|
||||
const in highp float vDotN,
|
||||
const in highp vec3 h)
|
||||
{
|
||||
// Implicit geometric model (equal to denominator in specular model).
|
||||
// This currently assumes that there is no attenuation by geometric shadowing or
|
||||
// masking according to the microfacet theory.
|
||||
return lDotN * vDotN;
|
||||
}
|
||||
|
||||
highp vec3 specularModel(const in highp vec3 F0,
|
||||
const in highp float sDotH,
|
||||
const in highp float sDotN,
|
||||
const in highp float vDotN,
|
||||
const in highp vec3 n,
|
||||
const in highp vec3 h)
|
||||
{
|
||||
// Clamp sDotN and vDotN to small positive value to prevent the
|
||||
// denominator in the reflection equation going to infinity. Balance this
|
||||
// by using the clamped values in the geometric factor function to
|
||||
// avoid ugly seams in the specular lighting.
|
||||
highp float sDotNPrime = max(sDotN, 0.001);
|
||||
highp float vDotNPrime = max(vDotN, 0.001);
|
||||
|
||||
highp vec3 F = fresnelFactor(F0, sDotH);
|
||||
highp float G = geometricModel(sDotNPrime, vDotNPrime, h);
|
||||
|
||||
highp vec3 cSpec = F * G / (4.0 * sDotNPrime * vDotNPrime);
|
||||
return clamp(cSpec, vec3(0.0), vec3(1.0));
|
||||
}
|
||||
|
||||
highp vec3 pbrModel(const in int lightIndex,
|
||||
const in highp vec3 wPosition,
|
||||
const in highp vec3 wNormal,
|
||||
const in highp vec3 wView,
|
||||
const in highp vec3 baseColor,
|
||||
const in highp float metalness,
|
||||
const in highp float alpha,
|
||||
const in highp float ambientOcclusion)
|
||||
{
|
||||
// Calculate some useful quantities
|
||||
highp vec3 n = wNormal;
|
||||
highp vec3 s = vec3(0.0);
|
||||
highp vec3 v = wView;
|
||||
highp vec3 h = vec3(0.0);
|
||||
|
||||
highp float vDotN = dot(v, n);
|
||||
highp float sDotN = 0.0;
|
||||
highp float sDotH = 0.0;
|
||||
highp float att = 1.0;
|
||||
|
||||
if (lights[lightIndex].type != TYPE_DIRECTIONAL) {
|
||||
// Point and Spot lights
|
||||
highp vec3 sUnnormalized = vec3(lights[lightIndex].position) - wPosition;
|
||||
s = normalize(sUnnormalized);
|
||||
|
||||
// Calculate the attenuation factor
|
||||
sDotN = dot(s, n);
|
||||
if (sDotN > 0.0) {
|
||||
if (lights[lightIndex].constantAttenuation != 0.0
|
||||
|| lights[lightIndex].linearAttenuation != 0.0
|
||||
|| lights[lightIndex].quadraticAttenuation != 0.0) {
|
||||
highp float dist = length(sUnnormalized);
|
||||
att = 1.0 / (lights[lightIndex].constantAttenuation +
|
||||
lights[lightIndex].linearAttenuation * dist +
|
||||
lights[lightIndex].quadraticAttenuation * dist * dist);
|
||||
}
|
||||
|
||||
// The light direction is in world space already
|
||||
if (lights[lightIndex].type == TYPE_SPOT) {
|
||||
// Check if fragment is inside or outside of the spot light cone
|
||||
if (degrees(acos(dot(-s, lights[lightIndex].direction))) > lights[lightIndex].cutOffAngle)
|
||||
sDotN = 0.0;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Directional lights
|
||||
// The light direction is in world space already
|
||||
s = normalize(-lights[lightIndex].direction);
|
||||
sDotN = dot(s, n);
|
||||
}
|
||||
|
||||
h = normalize(s + v);
|
||||
sDotH = dot(s, h);
|
||||
|
||||
// Calculate diffuse component
|
||||
highp vec3 diffuseColor = (1.0 - metalness) * baseColor * lights[lightIndex].color;
|
||||
highp vec3 diffuse = diffuseColor * max(sDotN, 0.0) / 3.14159;
|
||||
|
||||
// Calculate specular component
|
||||
highp vec3 dielectricColor = vec3(0.04);
|
||||
highp vec3 F0 = mix(dielectricColor, baseColor, metalness);
|
||||
highp vec3 specularFactor = vec3(0.0);
|
||||
if (sDotN > 0.0) {
|
||||
specularFactor = specularModel(F0, sDotH, sDotN, vDotN, n, h);
|
||||
specularFactor *= normalDistribution(n, h, alpha);
|
||||
}
|
||||
highp vec3 specularColor = lights[lightIndex].color;
|
||||
highp vec3 specular = specularColor * specularFactor;
|
||||
|
||||
// Blend between diffuse and specular to conserver energy
|
||||
highp vec3 color = att * lights[lightIndex].intensity * (specular + diffuse * (vec3(1.0) - specular));
|
||||
|
||||
// Reduce by ambient occlusion amount
|
||||
color *= ambientOcclusion;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
highp vec3 toneMap(const in highp vec3 c)
|
||||
{
|
||||
return c / (c + vec3(1.0));
|
||||
}
|
||||
|
||||
highp vec3 gammaCorrect(const in highp vec3 color)
|
||||
{
|
||||
return pow(color, vec3(1.0 / gamma));
|
||||
}
|
||||
|
||||
highp vec4 metalRoughFunction(const in highp vec4 baseColor,
|
||||
const in highp float metalness,
|
||||
const in highp float roughness,
|
||||
const in highp float ambientOcclusion,
|
||||
const in highp vec3 worldPosition,
|
||||
const in highp vec3 worldView,
|
||||
const in highp vec3 worldNormal)
|
||||
{
|
||||
highp vec3 cLinear = vec3(0.0);
|
||||
|
||||
// Remap roughness for a perceptually more linear correspondence
|
||||
highp float alpha = remapRoughness(roughness);
|
||||
|
||||
for (int i = 0; i < lightCount; ++i) {
|
||||
cLinear += pbrModel(i,
|
||||
worldPosition,
|
||||
worldNormal,
|
||||
worldView,
|
||||
baseColor.rgb,
|
||||
metalness,
|
||||
alpha,
|
||||
ambientOcclusion);
|
||||
}
|
||||
|
||||
// Apply exposure correction
|
||||
cLinear *= pow(2.0, exposure);
|
||||
|
||||
// Apply simple (Reinhard) tonemap transform to get into LDR range [0, 1]
|
||||
highp vec3 cToneMapped = toneMap(cLinear);
|
||||
|
||||
// Apply gamma correction prior to display
|
||||
highp vec3 cGamma = gammaCorrect(cToneMapped);
|
||||
|
||||
return vec4(cGamma, baseColor.a);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// FIXME: don't hard code here
|
||||
exposure = 1.0;
|
||||
gamma = 2.2;
|
||||
|
||||
// Light settings:
|
||||
// https://doc-snapshots.qt.io/qt5-5.12/qt3d-pbr-materials-lights-qml.html
|
||||
lightCount = 3;
|
||||
|
||||
// Key light
|
||||
lights[0].type = TYPE_POINT;
|
||||
lights[0].position = firstLightPos;
|
||||
lights[0].color = vec3(1.0, 1.0, 1.0);
|
||||
lights[0].intensity = 3.0;
|
||||
lights[0].constantAttenuation = 0.0;
|
||||
lights[0].linearAttenuation = 0.0;
|
||||
lights[0].quadraticAttenuation = 0.0;
|
||||
|
||||
// Fill light
|
||||
lights[1].type = TYPE_POINT;
|
||||
lights[1].position = secondLightPos;
|
||||
lights[1].color = vec3(1.0, 1.0, 1.0);
|
||||
lights[1].intensity = 1.0;
|
||||
lights[1].constantAttenuation = 0.0;
|
||||
lights[1].linearAttenuation = 0.0;
|
||||
lights[1].quadraticAttenuation = 0.0;
|
||||
|
||||
// Rim light
|
||||
lights[2].type = TYPE_POINT;
|
||||
lights[2].position = thirdLightPos;
|
||||
lights[2].color = vec3(1.0, 1.0, 1.0);
|
||||
lights[2].intensity = 0.5;
|
||||
lights[2].constantAttenuation = 0.0;
|
||||
lights[2].linearAttenuation = 0.0;
|
||||
lights[2].quadraticAttenuation = 0.0;
|
||||
|
||||
highp vec3 color = vertColor;
|
||||
highp float alpha = vertAlpha;
|
||||
if (textureEnabled == 1) {
|
||||
highp vec4 textColor = texture2D(textureId, vertTexCoord);
|
||||
color = textColor.rgb;
|
||||
alpha = textColor.a;
|
||||
}
|
||||
if (mousePickEnabled == 1) {
|
||||
if (distance(mousePickTargetPosition, vertRaw) <= mousePickRadius) {
|
||||
color = color + vec3(0.99, 0.4, 0.13);
|
||||
}
|
||||
}
|
||||
color = pow(color, vec3(gamma));
|
||||
|
||||
highp vec3 normal = vertNormal;
|
||||
if (normalMapEnabled == 1) {
|
||||
normal = texture2D(normalMapId, vertTexCoord).rgb;
|
||||
normal = normalize(normal * 2.0 - 1.0);
|
||||
}
|
||||
|
||||
// Red: Ambient Occlusion
|
||||
// Green: Roughness
|
||||
// Blue: Metallic
|
||||
|
||||
highp float metalness = vertMetalness;
|
||||
if (metalnessMapEnabled == 1) {
|
||||
metalness = texture2D(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).b;
|
||||
}
|
||||
|
||||
highp float roughness = vertRoughness;
|
||||
if (roughnessMapEnabled == 1) {
|
||||
roughness = texture2D(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).g;
|
||||
}
|
||||
|
||||
highp float ambientOcclusion = 1.0;
|
||||
if (ambientOcclusionMapEnabled == 1) {
|
||||
ambientOcclusion = texture2D(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).r;
|
||||
}
|
||||
|
||||
roughness = min(0.99, roughness);
|
||||
metalness = min(0.99, metalness);
|
||||
|
||||
gl_FragColor = metalRoughFunction(vec4(color, alpha),
|
||||
metalness,
|
||||
roughness,
|
||||
ambientOcclusion,
|
||||
vert,
|
||||
normalize(cameraPos - vert),
|
||||
normal);
|
||||
}
|
|
@ -20,7 +20,8 @@ int main(int argc, char ** argv)
|
|||
app.installTranslator(&translator);
|
||||
|
||||
QSurfaceFormat format = QSurfaceFormat::defaultFormat();
|
||||
format.setProfile(QSurfaceFormat::OpenGLContextProfile::CompatibilityProfile);
|
||||
format.setProfile(QSurfaceFormat::OpenGLContextProfile::CoreProfile);
|
||||
format.setVersion(3, 3);
|
||||
QSurfaceFormat::setDefaultFormat(format);
|
||||
|
||||
// QuantumCD/Qt 5 Dark Fusion Palette
|
||||
|
|
|
@ -17,18 +17,14 @@ const QString &ModelShaderProgram::loadShaderSource(const QString &name)
|
|||
return insertResult.first->second;
|
||||
}
|
||||
|
||||
ModelShaderProgram::ModelShaderProgram(bool usePBR)
|
||||
ModelShaderProgram::ModelShaderProgram()
|
||||
{
|
||||
if (QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile) {
|
||||
this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.core.vert"));
|
||||
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.core.frag"));
|
||||
} else {
|
||||
this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.vert"));
|
||||
if (usePBR) {
|
||||
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/pbr-qt.frag"));
|
||||
} else {
|
||||
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.frag"));
|
||||
}
|
||||
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.frag"));
|
||||
}
|
||||
this->bindAttributeLocation("vertex", 0);
|
||||
this->bindAttributeLocation("normal", 1);
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
class ModelShaderProgram : public QOpenGLShaderProgram
|
||||
{
|
||||
public:
|
||||
ModelShaderProgram(bool usePBR=true);
|
||||
ModelShaderProgram();
|
||||
int projectionMatrixLoc();
|
||||
int modelMatrixLoc();
|
||||
int normalMatrixLoc();
|
||||
|
|
Loading…
Reference in New Issue