dust3d/shaders/default.core.frag

376 lines
13 KiB
GLSL

#version 330
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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
highp float exposure;
// Gamma correction
highp float gamma;
in highp vec3 vert;
in highp vec3 vertRaw;
in highp vec3 vertNormal;
in highp vec3 vertColor;
in highp vec2 vertTexCoord;
in highp float vertMetalness;
in highp float vertRoughness;
in highp vec3 cameraPos;
in highp vec3 firstLightPos;
in highp vec3 secondLightPos;
in highp vec3 thirdLightPos;
in highp float vertAlpha;
out highp vec4 fragColor;
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 = texture(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 = texture(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 = texture(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).b;
}
highp float roughness = vertRoughness;
if (roughnessMapEnabled == 1) {
roughness = texture(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).g;
}
highp float ambientOcclusion = 1.0;
if (ambientOcclusionMapEnabled == 1) {
ambientOcclusion = texture(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).r;
}
roughness = min(0.99, roughness);
metalness = min(0.99, metalness);
fragColor = metalRoughFunction(vec4(color, alpha),
metalness,
roughness,
ambientOcclusion,
vert,
normalize(cameraPos - vert),
normal);
}