356 lines
12 KiB
GLSL
356 lines
12 KiB
GLSL
/****************************************************************************
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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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float exposure;
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// Gamma correction
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float gamma;
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varying highp vec3 vert;
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varying highp vec3 vertNormal;
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varying highp vec3 vertColor;
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varying highp vec2 vertTexCoord;
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varying highp float vertMetalness;
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varying highp float vertRoughness;
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varying highp vec3 cameraPos;
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varying vec3 firstLightPos;
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varying vec3 secondLightPos;
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varying vec3 thirdLightPos;
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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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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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vec3 position;
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vec3 color;
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float intensity;
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vec3 direction;
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float constantAttenuation;
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float linearAttenuation;
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float quadraticAttenuation;
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float cutOffAngle;
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};
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int lightCount;
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Light lights[MAX_LIGHTS];
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float remapRoughness(const in 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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float maxSpecPower;
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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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float normalDistribution(const in vec3 n, const in vec3 h, const in 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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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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vec3 fresnelFactor(const in vec3 color, const in float cosineFactor)
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{
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// Calculate the Fresnel effect value
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vec3 f = color;
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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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float geometricModel(const in float lDotN,
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const in float vDotN,
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const in 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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vec3 specularModel(const in vec3 F0,
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const in float sDotH,
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const in float sDotN,
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const in float vDotN,
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const in vec3 n,
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const in 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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float sDotNPrime = max(sDotN, 0.001);
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float vDotNPrime = max(vDotN, 0.001);
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vec3 F = fresnelFactor(F0, sDotH);
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float G = geometricModel(sDotNPrime, vDotNPrime, h);
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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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vec3 pbrModel(const in int lightIndex,
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const in vec3 wPosition,
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const in vec3 wNormal,
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const in vec3 wView,
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const in vec3 baseColor,
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const in float metalness,
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const in float alpha,
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const in float ambientOcclusion)
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{
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// Calculate some useful quantities
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vec3 n = wNormal;
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vec3 s = vec3(0.0);
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vec3 v = wView;
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vec3 h = vec3(0.0);
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float vDotN = dot(v, n);
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float sDotN = 0.0;
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float sDotH = 0.0;
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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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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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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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vec3 diffuseColor = (1.0 - metalness) * baseColor * lights[lightIndex].color;
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vec3 diffuse = diffuseColor * max(sDotN, 0.0) / 3.14159;
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// Calculate specular component
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vec3 dielectricColor = vec3(0.04);
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vec3 F0 = mix(dielectricColor, baseColor, metalness);
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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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vec3 specularColor = lights[lightIndex].color;
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vec3 specular = specularColor * specularFactor;
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// Blend between diffuse and specular to conserver energy
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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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vec3 toneMap(const in vec3 c)
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{
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return c / (c + vec3(1.0));
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}
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vec3 gammaCorrect(const in 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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vec4 metalRoughFunction(const in vec4 baseColor,
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const in float metalness,
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const in float roughness,
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const in float ambientOcclusion,
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const in vec3 worldPosition,
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const in vec3 worldView,
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const in vec3 worldNormal)
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{
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vec3 cLinear = vec3(0.0);
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// Remap roughness for a perceptually more linear correspondence
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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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vec3 cToneMapped = toneMap(cLinear);
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// Apply gamma correction prior to display
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vec3 cGamma = gammaCorrect(cToneMapped);
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return vec4(cGamma, 1.0);
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}
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void main()
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{
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// FIXME: don't hard code here
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exposure = 0.0;
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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(0.588, 0.588, 0.588);
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lights[0].intensity = 5.0;
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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(0.588, 0.588, 0.588);
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lights[1].intensity = 3.0;
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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(0.588, 0.588, 0.588);
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lights[2].intensity = 2.5;
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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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if (textureEnabled == 1) {
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color = texture2D(textureId, vertTexCoord).rgb;
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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 = texture2D(normalMapId, vertTexCoord).rgb;
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normal = normalize(normal * 2.0 - 1.0);
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}
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float metalness = vertMetalness;
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if (metalnessMapEnabled == 1) {
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metalness = texture2D(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).b;
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}
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float roughness = vertRoughness;
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if (roughnessMapEnabled == 1) {
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roughness = texture2D(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).r;
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}
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float ambientOcclusion = 1.0;
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if (ambientOcclusionMapEnabled == 1) {
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ambientOcclusion = texture2D(metalnessRoughnessAmbientOcclusionMapId, vertTexCoord).g;
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}
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roughness = min(0.99, roughness);
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gl_FragColor = metalRoughFunction(vec4(color, 1.0),
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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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