dust3d/shaders/default.frag

405 lines
14 KiB
GLSL

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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"
// https://github.com/qt/qt3d/blob/5.11/src/extras/shaders/gl3/metalrough.inc.frag
// Exposure correction
float exposure;
// Gamma correction
float gamma;
varying vec3 vert;
varying vec3 vertRaw;
varying vec3 vertNormal;
varying vec3 vertColor;
varying vec2 vertTexCoord;
varying float vertMetalness;
varying float vertRoughness;
varying vec3 cameraPos;
varying vec3 firstLightPos;
varying vec3 secondLightPos;
varying vec3 thirdLightPos;
varying float vertAlpha;
uniform vec3 lightPos;
uniform sampler2D textureId;
uniform int textureEnabled;
uniform sampler2D normalMapId;
uniform int normalMapEnabled;
uniform sampler2D metalnessRoughnessAmbientOcclusionMapId;
uniform int metalnessMapEnabled;
uniform int roughnessMapEnabled;
uniform int ambientOcclusionMapEnabled;
uniform int mousePickEnabled;
uniform vec3 mousePickTargetPosition;
uniform float mousePickRadius;
uniform int tongShadingEnabled;
const int MAX_LIGHTS = 8;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;
struct Light {
int type;
vec3 position;
vec3 color;
float intensity;
vec3 direction;
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float cutOffAngle;
};
int lightCount;
Light lights[MAX_LIGHTS];
float remapRoughness(const in 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
float maxSpecPower;
float minRoughness;
maxSpecPower = 999999.0;
minRoughness = sqrt(2.0 / (maxSpecPower + 2.0));
return max(roughness * roughness, minRoughness);
}
float normalDistribution(const in vec3 n, const in vec3 h, const in float alpha)
{
// Blinn-Phong approximation - see
// http://graphicrants.blogspot.co.uk/2013/08/specular-brdf-reference.html
float specPower = 2.0 / (alpha * alpha) - 2.0;
return (specPower + 2.0) / (2.0 * 3.14159) * pow(max(dot(n, h), 0.0), specPower);
}
vec3 fresnelFactor(const in vec3 color, const in float cosineFactor)
{
// Calculate the Fresnel effect value
vec3 f = color;
vec3 F = f + (1.0 - f) * pow(1.0 - cosineFactor, 5.0);
return clamp(F, f, vec3(1.0));
}
float geometricModel(const in float lDotN,
const in float vDotN,
const in 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;
}
vec3 specularModel(const in vec3 F0,
const in float sDotH,
const in float sDotN,
const in float vDotN,
const in vec3 n,
const in 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.
float sDotNPrime = max(sDotN, 0.001);
float vDotNPrime = max(vDotN, 0.001);
vec3 F = fresnelFactor(F0, sDotH);
float G = geometricModel(sDotNPrime, vDotNPrime, h);
vec3 cSpec = F * G / (4.0 * sDotNPrime * vDotNPrime);
return clamp(cSpec, vec3(0.0), vec3(1.0));
}
vec3 pbrModel(const in int lightIndex,
const in vec3 wPosition,
const in vec3 wNormal,
const in vec3 wView,
const in vec3 baseColor,
const in float metalness,
const in float alpha,
const in float ambientOcclusion)
{
// Calculate some useful quantities
vec3 n = wNormal;
vec3 s = vec3(0.0);
vec3 v = wView;
vec3 h = vec3(0.0);
float vDotN = dot(v, n);
float sDotN = 0.0;
float sDotH = 0.0;
float att = 1.0;
if (lights[lightIndex].type != TYPE_DIRECTIONAL) {
// Point and Spot lights
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) {
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
vec3 diffuseColor = (1.0 - metalness) * baseColor * lights[lightIndex].color;
vec3 diffuse = diffuseColor * max(sDotN, 0.0) / 3.14159;
// Calculate specular component
vec3 dielectricColor = vec3(0.04);
vec3 F0 = mix(dielectricColor, baseColor, metalness);
vec3 specularFactor = vec3(0.0);
if (sDotN > 0.0) {
specularFactor = specularModel(F0, sDotH, sDotN, vDotN, n, h);
specularFactor *= normalDistribution(n, h, alpha);
}
vec3 specularColor = lights[lightIndex].color;
vec3 specular = specularColor * specularFactor;
// Blend between diffuse and specular to conserver energy
vec3 color = att * lights[lightIndex].intensity * (specular + diffuse * (vec3(1.0) - specular));
// Reduce by ambient occlusion amount
color *= ambientOcclusion;
return color;
}
vec3 toneMap(const in vec3 c)
{
return c / (c + vec3(1.0));
}
vec3 gammaCorrect(const in vec3 color)
{
return pow(color, vec3(1.0 / gamma));
}
// http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
vec4 metalRoughFunction(const in vec4 baseColor,
const in float metalness,
const in float roughness,
const in float ambientOcclusion,
const in vec3 worldPosition,
const in vec3 worldView,
const in vec3 worldNormal)
{
vec3 cLinear = vec3(0.0);
// Remap roughness for a perceptually more linear correspondence
float alpha = remapRoughness(roughness);
if (tongShadingEnabled != 1) {
for (int i = 0; i < lightCount; ++i) {
cLinear += pbrModel(i,
worldPosition,
worldNormal,
worldView,
baseColor.rgb,
metalness,
alpha,
ambientOcclusion);
}
} else {
float intensity;
intensity = dot(vec3(1.0, 1.0, 1.0), worldNormal);
vec3 hsv = rgb2hsv(baseColor.rgb);
if (intensity > 0.966)
cLinear = hsv2rgb(vec3(hsv.r, hsv.g, hsv.b * 2.0));
else
cLinear = hsv2rgb(vec3(hsv.r, hsv.g, hsv.b * 0.1));
}
// Apply exposure correction
cLinear *= pow(2.0, exposure);
// Apply simple (Reinhard) tonemap transform to get into LDR range [0, 1]
vec3 cToneMapped = toneMap(cLinear);
// Apply gamma correction prior to display
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;
vec3 color = vertColor;
float alpha = vertAlpha;
if (textureEnabled == 1) {
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));
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
float metalness = vertMetalness;
if (metalnessMapEnabled == 1) {
metalness = texture2D(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).b;
}
float roughness = vertRoughness;
if (roughnessMapEnabled == 1) {
roughness = texture2D(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).g;
}
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);
}