Files
Server_Monitor/shaders/pbr.frag
2023-09-26 19:40:16 +02:00

321 lines
8.2 KiB
GLSL

#version 430 core
const float PI = 3.141592653589793238462643383;
const float TAU = 6.283185307179586476925286766;
const float EPSILON = 0.000001;
in vec3 frag_position;
in vec3 frag_normal;
in vec3 frag_tangent;
in vec3 frag_bitangent;
in vec2 frag_texture_coord;
in vec4 view_position;
out vec4 FragColor;
uniform int has_albedo_texture;
uniform sampler2D albedo_texture;
uniform vec4 albedo_factor;
uniform int has_metallic_texture;
uniform sampler2D metallic_texture;
uniform float metallic_factor;
uniform int has_roughness_texture;
uniform sampler2D roughness_texture;
uniform float roughness_factor;
uniform int has_normal_texture;
uniform sampler2D normal_texture;
uniform int has_emissive_texture;
uniform sampler2D emissive_texture;
uniform vec4 emissive_factor;
uniform mat4 view_matrix;
uniform mat4 view_matrix_inverse;
uniform mat4 model_matrix;
uniform int has_shadow_map;
uniform sampler2DShadow shadow_map;
uniform mat4 shadow_matrix;
uniform int has_environment_map;
uniform samplerCube environment_map;
struct SunLight
{
vec3 direction;
float _padding0;
vec3 color;
float intensity;
};
struct PointLight
{
vec3 position;
float _padding0;
vec3 color;
float intensity;
};
struct SpotLight
{
vec3 position;
float inner_radius;
vec3 color;
float intensity;
vec3 direction;
float outer_radius;
};
#define MAX_SUN_LIGHTS 4
#define MAX_POINT_LIGHTS 128
#define MAX_SPOT_LIGHTS 128
layout (std140) uniform lights
{
uint sun_light_count;
uint point_light_count;
uint spot_light_count;
float ambient_light;
SunLight sun_lights[MAX_SUN_LIGHTS];
PointLight point_lights[MAX_POINT_LIGHTS];
SpotLight spot_lights[MAX_SPOT_LIGHTS];
};
struct MaterialInfo
{
vec4 Albedo;
float Metallic;
float Roughness;
vec4 Emissive;
};
uniform float time;
uniform float width;
uniform float height;
float clamped_dot(vec3 v, vec3 w)
{
return max( dot(v, w) , 0.0);
}
vec3 DiffuseBRDF(MaterialInfo material, vec3 L, vec3 V)
{
// Lambertian
return material.Albedo.xyz / PI;
}
float SpecularNDF(MaterialInfo material, vec3 N, vec3 H)
{
// GGX
float a = material.Roughness * material.Roughness;
float a2 = a * a;
float n_dot_h = clamped_dot(N, H);
float n_dot_h2 = n_dot_h * n_dot_h;
float d = n_dot_h2 * (a2 - 1.0) + 1.0;
return a2 / (PI * d*d + EPSILON);
}
float SpecularGeometricAttenuation(MaterialInfo material, vec3 N, vec3 L, vec3 V, vec3 H)
{
// Schlick
float r = material.Roughness + 1;
float k = r*r / 8.0;
float n_dot_v = clamped_dot(N, V);
float n_dot_l = clamped_dot(N, L);
float denom_v = n_dot_v * (1.0 - k) + k;
float denom_l = n_dot_l * (1.0 - k) + k;
return (n_dot_v / denom_v) * (n_dot_l / denom_l);
}
vec3 SpecularFresnel(vec3 F0, vec3 V, vec3 H)
{
// Schlick, Epic paper
float v_dot_h = clamped_dot(V, H);
float exp = (-5.55473 * v_dot_h - 6.98316) * v_dot_h;
return F0 + (1.0 - F0) * pow(2, exp);
}
vec3 BRDF(MaterialInfo material, vec3 radiance, vec3 N, vec3 L, vec3 V, vec3 H)
{
// Cook-Torrance
vec3 F0 = mix(vec3(0.04), material.Albedo.xyz, material.Metallic);
float D = SpecularNDF(material, N, H);
vec3 F = SpecularFresnel(F0, N, H);
float G = SpecularGeometricAttenuation(material, N, L, V, H);
float n_dot_v = clamped_dot(N, V);
float n_dot_l = clamped_dot(N, L);
float specular_denom = (4.0 * n_dot_l * n_dot_v) + EPSILON;
vec3 specular = D * F * G / specular_denom;
vec3 diffuse = (1.0 - F) * DiffuseBRDF(material, L, V);
return (diffuse + specular) * radiance * n_dot_l;
}
void main()
{
vec4 final_color = vec4(0,0,0,1);
// PBR Parameters
MaterialInfo material;
material.Albedo = albedo_factor;
if(has_albedo_texture != 0)
material.Albedo = albedo_factor * texture(albedo_texture, frag_texture_coord);
material.Metallic = metallic_factor;
if(has_metallic_texture != 0)
material.Metallic = metallic_factor * texture(metallic_texture, frag_texture_coord).b;
material.Roughness = roughness_factor;
if(has_roughness_texture != 0)
material.Roughness = roughness_factor * texture(roughness_texture, frag_texture_coord).g;
material.Emissive = emissive_factor;
if(has_emissive_texture != 0)
material.Emissive = emissive_factor * texture(emissive_texture, frag_texture_coord);
vec3 Normal = normalize(frag_normal);
if(has_normal_texture != 0)
{
vec3 normal_map = normalize(texture(normal_texture, frag_texture_coord).rgb * 2.0 - 1.0);
mat3 TBN = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal));
Normal = normalize(TBN * normal_map);
}
vec4 camera_position_4 = view_matrix_inverse * vec4(view_position.xy / view_position.w, 0, 1);
vec3 camera_position = camera_position_4.xyz / camera_position_4.w;
// vec4 pixel_position_4 = view_matrix_inverse * view_position;
// vec3 pixel_position = pixel_position_4.xyz / pixel_position_4.w;
// vec3 view_direction = normalize(pixel_position - camera_position);
vec3 view_direction = normalize(frag_position - camera_position);
vec3 V = -view_direction;
vec3 N = Normal;
// Sun lights
for(uint i = 0; i < sun_light_count; i++)
{
SunLight light = sun_lights[i];
float shadow = 1.0;
if(has_shadow_map != 0)
{
shadow = 0;
vec2 texel_size = 1.0 / textureSize(shadow_map, 0);
float bias = 0.0001;
vec4 from_light_view = shadow_matrix * vec4(frag_position, 1.0);
from_light_view /= from_light_view.w;
from_light_view = from_light_view * 0.5 + 0.5; // [-1,1] => [0,1] uv coords
from_light_view.z = from_light_view.z - bias; // Bias to attenuate z fighting
for(int x = -1; x <= 1; x++)
for(int y = -1; y <= 1; y++)
{
float s = texture(shadow_map, from_light_view.xyz + vec3(x * texel_size.x, y * texel_size.y, 0));
s = clamp(s, 0.0, 1.0);
shadow += s;
}
shadow /= 9;
}
vec3 L = -light.direction;
vec3 H = normalize(V + L);
vec3 radiance = light.color * light.intensity * shadow;
vec3 color = BRDF(material, radiance, N, L, V, H);
final_color.xyz += color;
}
// Point lights
for(uint i = 0; i < point_light_count; i++)
{
PointLight light = point_lights[i];
vec3 diff = light.position - frag_position;
float dist2 = abs(dot(diff, diff));
float attenuation = 1.0 / (dist2 + EPSILON);
float intensity = light.intensity * attenuation;
vec3 L = normalize(light.position - frag_position);
vec3 H = normalize(V + L);
vec3 radiance = light.color * intensity;
vec3 color = BRDF(material, radiance, N, L, V, H);
final_color.xyz += color;
}
// Spot lights
for(uint i = 0; i < spot_light_count; i++)
{
SpotLight light = spot_lights[i];
vec3 light_direction = normalize(frag_position - light.position);
float dist2 = abs(dot(light.position, frag_position));
float attenuation = 1.0 / (dist2 + EPSILON);
float intensity = light.intensity * attenuation;
float angle = acos(dot(light.direction, light_direction));
float spot_factor = (angle - light.outer_radius) / (light.inner_radius - light.outer_radius);
spot_factor = clamp(spot_factor, 0.0, 1.0);
intensity *= spot_factor;
vec3 L = normalize(light.position - frag_position);
vec3 H = normalize(V + L);
vec3 radiance = light.color * intensity;
vec3 color = BRDF(material, radiance, N, L, V, H);
final_color.xyz += color;
}
// Environment map light
if(has_environment_map != 0)
{
vec3 L = normalize(reflect(-V, N));
vec3 H = N;//normalize(V + L);
float levels = textureQueryLevels(environment_map);
vec3 radiance = textureLod(environment_map, L.xzy, material.Roughness * levels).rgb;
//vec3 color = BRDF(material, radiance, N, L, V, H);
vec3 F0 = mix(vec3(0.04), material.Albedo.xyz, material.Metallic);
float D = SpecularNDF(material, N, H);
vec3 F = SpecularFresnel(F0, N, H);
float G = SpecularGeometricAttenuation(material, N, L, V, H);
float n_dot_v = clamped_dot(N, V);
float n_dot_l = clamped_dot(N, L);
float specular_denom = (4.0 * n_dot_l * n_dot_v) + EPSILON;
vec3 specular = D * F * G / specular_denom;
vec3 diffuse = (1.0 - F) * DiffuseBRDF(material, L, V);
vec3 color = (diffuse /*+ specular*/) * radiance * n_dot_l;
final_color.xyz += color;
}
// Ambient light
final_color.xyz += ambient_light * material.Albedo.xyz;
final_color.a = material.Albedo.a;
// Emissive color
final_color.xyz += material.Emissive.xyz * material.Emissive.a;
FragColor = final_color;
//FragColor.xyz = Normal;
}