Reorganised shaders
This commit is contained in:
parent
b75cee8638
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12 changed files with 318 additions and 472 deletions
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@ -1,3 +1,5 @@
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//! type chunk
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layout( location = 0 ) uniform float u_Time;
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layout( location = 1 ) uniform vec2 u_Resolution;
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layout( location = 2 ) uniform vec3 u_CamPos;
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@ -7,16 +9,7 @@ layout( location = 5 ) uniform float u_NearPlane;
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layout( location = 6 ) uniform vec3 u_LightDir;
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layout( location = 7 ) uniform vec4 u_Render;
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vec3 camPos , lookAt , camUp;
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float nearPlane;
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layout( location = 0 ) out vec3 o_Color;
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layout( location = 1 ) out float o_Z;
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void setCamFromUniforms( ) {
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camPos = u_CamPos;
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lookAt = u_LookAt;
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camUp = u_CamUp;
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nearPlane = u_NearPlane;
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}
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//! include lib/raymarching.glsl
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@ -1,7 +1,7 @@
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#version 450 core
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//! type fragment
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//! include dof-common.i.glsl
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//! include chunks/dof.glsl
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void main()
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{
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@ -1,7 +1,7 @@
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#version 450 core
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//! type fragment
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//! include dof-common.i.glsl
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//! include chunks/dof.glsl
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void main()
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{
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90
shaders/lib/raymarching.glsl
Normal file
90
shaders/lib/raymarching.glsl
Normal file
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@ -0,0 +1,90 @@
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//! type library
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vec2 RM_Map( in vec3 pos );
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// -----------------------------------------------------------------------------
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vec3 RM_GetNormal(
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in vec3 pos )
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{
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vec2 v = vec2( .0005 , 0 );
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return normalize( vec3(
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RM_Map( pos + v.xyy ).x - RM_Map( pos - v.xyy ).x ,
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RM_Map( pos + v.yxy ).x - RM_Map( pos - v.yxy ).x ,
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RM_Map( pos + v.yyx ).x - RM_Map( pos - v.yyx ).x ) );
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}
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// -----------------------------------------------------------------------------
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vec3 RM_Basic(
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in vec3 origin ,
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in vec3 direction ,
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in int steps ,
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in float factor ,
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in float epsilon ,
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in float dMin ,
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in float dMax )
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{
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int i = 0;
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float dist = dMin , mat = -1;
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for ( ; i < steps ; ++ i ) {
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vec2 res = RM_Map( origin + direction * dist );
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if ( abs( res.x ) < epsilon || dist > dMax ) {
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break;
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}
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dist += res.x * factor;
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mat = res.y;
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}
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return vec3( dist , dist >= dMax ? -1 : mat , i );
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}
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vec3 RM_Advanced(
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in vec3 origin ,
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in vec3 direction ,
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in int steps ,
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in float factor ,
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in float epsilon ,
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in float dMin ,
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in float dMax )
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{
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int i = 0;
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float dist = dMin ,
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omega = factor ,
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cError = 1 / 0. ,
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cDist = dMin ,
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pRad = 0 ,
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sLen = 0;
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for ( ; i < steps ; ++ i ) {
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vec2 res = RM_Map( origin + direction * dist );
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float rad = abs( res.x );
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bool sorFail = omega > 1 && ( rad + pRad ) < sLen;
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if ( sorFail ) {
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sLen -= omega * sLen;
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omega = 1;
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} else {
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sLen = res.x * omega;
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}
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pRad = rad;
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float error = rad / dist;
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if ( !sorFail && error < cError ) {
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cError = error;
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cDist = dist;
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}
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if ( !sorFail && error < epsilon || dist > dMax ) {
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break;
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}
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dist += sLen;
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}
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if ( dist <= dMax && cError <= epsilon ) {
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return vec3( cDist , RM_Map( origin + direction * cDist ).y , i );
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}
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return vec3( cDist , -1 , steps );
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}
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@ -1,3 +1,5 @@
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//! type library
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struct T_BPMaterial
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{
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vec3 cAlbedo, cSpecular;
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111
shaders/lib/shading-pbr.glsl
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111
shaders/lib/shading-pbr.glsl
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//! type library
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//! include lib/utils.glsl
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struct T_PBRMaterial
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{
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vec3 cAlbedo;
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float roughness;
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float metallic;
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float subsurface;
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float anisotropy;
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float specular; // Specular strengh for non-metals
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float specularTint; // Albedo color% in specular tint (non-metals)
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};
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// -----------------------------------------------------------------------------
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float PBR_SchlickFresnel(
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in float u )
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{
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const float m = clamp( 1 - u , 0 , 1 ) ,
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m2 = m * m;
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return m2 * m2 * m;
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}
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float PBR_GTR2Aniso(
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in float nDotH ,
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in float hDotX ,
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in float hDotY ,
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in float ax ,
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in float ay )
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{
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float x = hDotX / ax , y = hDotY / ay ,
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p = x * x + y * y + nDotH * nDotH;
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return 1 / ( PI * ax * ay * p * p );
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}
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float PBR_SmithGGXAniso(
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in float nDotV ,
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in float vDotX ,
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in float vDotY ,
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in float ax ,
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in float ay )
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{
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float x = vDotX * ax , y = vDotY * ay;
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return 1 / ( nDotV + sqrt( x * x + y * y + nDotV * nDotV ) );
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}
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vec3 PBR_Shade(
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in T_PBRMaterial material ,
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in vec3 camDir ,
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in vec3 normal ,
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in vec3 lightDir )
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{
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float nDotL = dot( normal , lightDir ) ,
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nDotV = dot( normal , camDir );
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if ( nDotL < 0 || nDotV < 0 ) {
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return vec3( 0 );
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}
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vec3 tangent = cross( vec3( 0 , 1 , 0 ) , normal );
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if ( length( tangent ) == 0 ) {
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tangent = cross( vec3( 1 , 0 , 0 ) , normal );
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}
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tangent = normalize( tangent );
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vec3 bitangent = normalize( cross( normal , tangent ) );
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vec3 halfVec = normalize( lightDir + camDir ) ,
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tint = M_NormalizeColor( material.cAlbedo ) ,
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cSpecular = mix( material.specular * .08 * mix(
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vec3( 1 ) , tint , material.specularTint ) ,
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material.cAlbedo , material.metallic );
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//vec3 Csheen = mix(vec3(1), Ctint, sheenTint);
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float nDotH = dot( normal , halfVec ) ,
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lDotH = dot( lightDir , halfVec ) ,
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// Diffuse fresnel - go from 1 at normal incidence to .5 at grazing
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// and mix in diffuse retro-reflection based on roughness
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FL = PBR_SchlickFresnel( nDotL ) ,
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FV = PBR_SchlickFresnel( nDotV ) ,
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Fd90 = 0.5 + 2 * lDotH * lDotH * material.roughness ,
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Fd = mix( 1 , Fd90 , FL ) * mix( 1 , Fd90 , FV ) ,
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// Based on Hanrahan-Krueger brdf approximation of isotropic bssrdf
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// 1.25 scale is used to (roughly) preserve albedo
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// Fss90 used to "flatten" retroreflection based on roughness
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Fss90 = lDotH * lDotH * material.roughness ,
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Fss = mix( 1 , Fss90 , FL ) * mix( 1 , Fss90 , FV ) ,
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ss = 1.25 * ( Fss * ( 1 / ( nDotL + nDotV ) - .5 ) + .5 ) ,
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// Specular
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aspect = sqrt( 1 - material.anisotropy * .9 ) ,
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rsqr = material.roughness * material.roughness ,
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ax = max( .001, rsqr / aspect ) ,
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ay = max( .001, rsqr * aspect ) ,
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Ds = PBR_GTR2Aniso( nDotH , dot( halfVec , tangent ) ,
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dot( halfVec , bitangent ) , ax , ay ) ,
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FH = PBR_SchlickFresnel( lDotH ) ,
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Gs = PBR_SmithGGXAniso( nDotL , dot( lightDir , tangent ) ,
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dot( lightDir , bitangent ) , ax , ay )
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* PBR_SmithGGXAniso( nDotV , dot( camDir , tangent ) ,
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dot( camDir , bitangent ) , ax , ay );
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vec3 Fs = mix( cSpecular , vec3(1) , FH );
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return nDotL * ( ( ( 1 / PI )
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* mix( Fd , ss , material.subsurface )
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* material.cAlbedo /* + Fsheen */)
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* pow( 1 - material.metallic , 3 )
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+ clamp( Gs , 0 , 1 ) * Fs * Ds );
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}
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//! type library
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const float PI = 3.14159265;
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// -----------------------------------------------------------------------------
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float M_Hash( in vec2 p )
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float M_Hash(
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in vec2 p )
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{
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p = fract(p * vec2(5.3987, 5.4421));
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p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
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return fract(p.x * p.y * 95.4307);
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}
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// -----------------------------------------------------------------------------
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float M_Luminosity(
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in vec3 color )
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{
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return dot( color , vec3( .3 , .6 , .1 ) );
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}
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vec3 M_NormalizeColor(
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in vec3 color )
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{
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const float l = M_Luminosity( color );
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return l > 0 ? ( color / l ) : vec3( 1 );
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}
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#define USE_GLOW
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#define USE_MAP_MATERIAL
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T_BPMaterial BPMaterials[1] = {
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{ vec3( 1 , 1 , .4 ) * .1 , vec3( 1 , 1 , .4 ) , 40 , .1 }
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};
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T_PBRMaterialOld PBRMaterialsOld[1] = {
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{
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// Albedo / specular colors
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vec3( 1 , 1 , 0 ) , vec3( 1 , 1 , .4 ) * .1 ,
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// Roughness , anisotropy , subsurface , metallic
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.8 , .8 , .1 , .9
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}
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};
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T_PBRMaterial PBRMaterials[1] = {
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{
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// Albedo color
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vec3( 1 , 1 , .4 ) ,
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// Roughness , metallic , subsurface , anisotropy
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.4 , .7 , 1 , .1 ,
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// Specular strength / tint%
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.5 , .5
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}
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};
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vec3 Glow[1] = {
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vec3( 2 , .4 , 5 ) * 4
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};
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void mapMaterial(
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in int matIndex ,
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out int type ,
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out int tIndex ,
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out int glowIndex )
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{
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if ( matIndex == 0 ) {
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glowIndex = -1;
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} else {
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//type = 1;
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glowIndex = 0;
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}
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type = 1;
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tIndex = 0;
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}
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vec2 map( vec3 pos )
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{
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pos = pos - vec3( 0 , 0 , 0 );
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vec3 q = pos;
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q.xy = mod( q.xy + 4. , 8. ) - 4.;
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return vec2( length( q ) - 1.8 , step( 0. , 1.9 - length( pos.xy ) ) );
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}
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255
shaders/pbr.glsl
255
shaders/pbr.glsl
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//! type library
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struct T_PBRMaterialOld
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{
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vec3 cAlbedo, cSpecular;
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float roughness , anisotropy , subsurface , metallic;
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};
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struct T_PBRPrecomputedOld
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{
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float nDotC;
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float ffndc; // Fresnel from n.c
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vec3 tangent, bitangent;
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float specAlpha , viewSpecular;
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float aAspectX , aAspectY; // Anisotropy
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};
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float PBR_FresnelFromOld( in float dotProduct ) {
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float d = clamp( 1.0 - dotProduct , 0 , 1 ) , d2 = d * d;
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return d2 * d2 * d;
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}
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float PBR_GetSpecularOld( in float cosine , in float alpha )
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{
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float cs = cosine * cosine;
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float as = alpha * alpha;
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return clamp( 1. / ( cosine + sqrt( cs + as - cs * as ) ) , 0 , 1 );
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}
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// Precompute some of the material's properties. This is independant of the
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// light source.
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T_PBRPrecomputedOld PBR_PrecomputeOld(
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in T_PBRMaterialOld material ,
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in vec3 rayDir ,
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in vec3 normal )
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{
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T_PBRPrecomputedOld rv;
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rv.nDotC = dot( normal , rayDir );
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rv.ffndc = PBR_FresnelFromOld( rv.nDotC );
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rv.tangent = cross( vec3( 0. , 1. , 0. ) , normal );
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if ( length( rv.tangent ) == 0.0 ) {
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rv.tangent = cross( vec3( 1. , 0. , 0. ) , normal );
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}
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rv.tangent = normalize( rv.tangent );
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rv.bitangent = normalize( cross( normal , rv.tangent ) );
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rv.specAlpha = pow( material.roughness * .5 + .5 , 2. );
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rv.viewSpecular = PBR_GetSpecularOld( rv.nDotC , rv.specAlpha );
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const float sRoughness = material.roughness * material.roughness;
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const float aspect = sqrt( 1.0 - material.anisotropy * .9 );
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rv.aAspectX = max( .001, sRoughness / aspect );
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rv.aAspectY = max( .001, sRoughness * aspect );
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return rv;
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}
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// Actually compute a light source's contribution
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vec3 PBR_ShadeOld(
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in T_PBRMaterialOld material ,
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in T_PBRPrecomputedOld precomputed ,
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in vec3 rayDir ,
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in vec3 normal ,
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in vec3 lightDir )
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{
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const float nDotL = dot( normal , lightDir );
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if ( nDotL <= 0. ) {
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return vec3( 0. );
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}
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// FIXME: should be in common part
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float lSpecular = dot( material.cSpecular , vec3( .3 , .6 , .1 ) );
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vec3 cSpecular = lSpecular > 0 ? ( material.cSpecular / lSpecular ) : vec3( 1 );
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const vec3 halfVec = normalize( lightDir + rayDir );
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const float nDotH = dot( normal , halfVec );
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const float lDotH = dot( lightDir , halfVec );
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const float ffndl = PBR_FresnelFromOld( nDotL );
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float grazingDiffuse = lDotH * lDotH * material.roughness;
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float dSubsurface = mix( 1.0 , grazingDiffuse , ffndl )
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* mix( 1.0 , grazingDiffuse , precomputed.ffndc );
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dSubsurface = 1.25 * ( dSubsurface * ( 1.0 / ( nDotL + precomputed.nDotC ) - .5 ) + .5 );
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grazingDiffuse = .5 + 2. * grazingDiffuse;
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const float dFresnel = mix( 1.0 , grazingDiffuse , ffndl )
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* mix( 1.0 , grazingDiffuse , precomputed.ffndc );
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float specular = PBR_GetSpecularOld( nDotL , precomputed.specAlpha )
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* precomputed.viewSpecular;
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specular = mix( specular , 1.0 , PBR_FresnelFromOld( lDotH ) );
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const vec3 d = vec3(
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dot( halfVec , precomputed.tangent ) / precomputed.aAspectX ,
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dot( halfVec , precomputed.bitangent ) / precomputed.aAspectY ,
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nDotH );
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const float ds = dot( d , d );
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const float anisotropic = precomputed.aAspectX * precomputed.aAspectY
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* ds * ds * 3.14159265;
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return nDotL * ( material.cAlbedo
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* mix( dFresnel , dSubsurface , material.subsurface )
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* pow( 1.0 - material.metallic , 3 )
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+ specular * cSpecular / anisotropic
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);
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}
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// YAY let's do it again!
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const float PI = 3.14159265;
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float PBR_SchlickFresnel( in float u )
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{
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const float m = clamp( 1 - u , 0 , 1 ) ,
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m2 = m * m;
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return m2 * m2 * m;
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}
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float PBR_GTR1( in float nDotH , in float a )
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{
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if (a >= 1) {
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return 1/PI;
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}
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float a2 = a * a ,
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t = 1 + ( a2 - 1 ) * nDotH * nDotH;
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return ( a2 - 1 ) / ( PI * log( a2 ) * t );
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}
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float PBR_GTR2( in float nDotH , in float a )
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{
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float a2 = a * a ,
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t = 1 + ( a2 - 1 ) * nDotH * nDotH;
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return a2 / ( PI * t * t );
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}
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float PBR_GTR2Aniso( in float nDotH ,
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in float hDotX ,
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||||
in float hDotY ,
|
||||
in float ax ,
|
||||
in float ay )
|
||||
{
|
||||
float x = hDotX / ax , y = hDotY / ay ,
|
||||
p = x * x + y * y + nDotH * nDotH;
|
||||
return 1 / ( PI * ax * ay * p * p );
|
||||
}
|
||||
|
||||
float PBR_SmithGGX( in float nDotV , in float alpha )
|
||||
{
|
||||
float a = alpha * alpha , b = nDotV * nDotV;
|
||||
return 1 / ( nDotV + sqrt( a + b - a * b ) );
|
||||
}
|
||||
|
||||
float PBR_SmithGGXAniso( in float nDotV ,
|
||||
in float vDotX ,
|
||||
in float vDotY ,
|
||||
in float ax ,
|
||||
in float ay )
|
||||
{
|
||||
float x = vDotX * ax , y = vDotY * ay;
|
||||
return 1 / ( nDotV + sqrt( x * x + y * y + nDotV * nDotV ) );
|
||||
}
|
||||
|
||||
vec3 NormalizeColor( in vec3 color )
|
||||
{
|
||||
float l = dot( color , vec3( .3 , .6 , .1 ) );
|
||||
return l > 0 ? ( color / l ) : vec3( 1 );
|
||||
}
|
||||
|
||||
struct T_PBRMaterial
|
||||
{
|
||||
vec3 cAlbedo;
|
||||
float roughness;
|
||||
float metallic;
|
||||
float subsurface;
|
||||
float anisotropy;
|
||||
float specular; // Specular strengh for non-metals
|
||||
float specularTint; // Albedo color% in specular tint (non-metals)
|
||||
};
|
||||
|
||||
vec3 PBR_Shade( in T_PBRMaterial material ,
|
||||
in vec3 camDir ,
|
||||
in vec3 normal ,
|
||||
in vec3 lightDir )
|
||||
{
|
||||
float nDotL = dot( normal , lightDir ) ,
|
||||
nDotV = dot( normal , camDir );
|
||||
if ( nDotL < 0 || nDotV < 0 ) {
|
||||
return vec3( 0 );
|
||||
}
|
||||
|
||||
vec3 tangent = cross( vec3( 0 , 1 , 0 ) , normal );
|
||||
if ( length( tangent ) == 0 ) {
|
||||
tangent = cross( vec3( 1 , 0 , 0 ) , normal );
|
||||
}
|
||||
tangent = normalize( tangent );
|
||||
vec3 bitangent = normalize( cross( normal , tangent ) );
|
||||
|
||||
vec3 halfVec = normalize( lightDir + camDir ) ,
|
||||
tint = NormalizeColor( material.cAlbedo ) ,
|
||||
cSpecular = mix( material.specular * .08 * mix(
|
||||
vec3( 1 ) , tint , material.specularTint ) ,
|
||||
material.cAlbedo , material.metallic );
|
||||
//vec3 Csheen = mix(vec3(1), Ctint, sheenTint);
|
||||
|
||||
float nDotH = dot( normal , halfVec ) ,
|
||||
lDotH = dot( lightDir , halfVec ) ,
|
||||
|
||||
// Diffuse fresnel - go from 1 at normal incidence to .5 at grazing
|
||||
// and mix in diffuse retro-reflection based on roughness
|
||||
FL = PBR_SchlickFresnel( nDotL ) ,
|
||||
FV = PBR_SchlickFresnel( nDotV ) ,
|
||||
Fd90 = 0.5 + 2 * lDotH * lDotH * material.roughness ,
|
||||
Fd = mix( 1 , Fd90 , FL ) * mix( 1 , Fd90 , FV ) ,
|
||||
|
||||
// Based on Hanrahan-Krueger brdf approximation of isotropic bssrdf
|
||||
// 1.25 scale is used to (roughly) preserve albedo
|
||||
// Fss90 used to "flatten" retroreflection based on roughness
|
||||
Fss90 = lDotH * lDotH * material.roughness ,
|
||||
Fss = mix( 1 , Fss90 , FL ) * mix( 1 , Fss90 , FV ) ,
|
||||
ss = 1.25 * ( Fss * ( 1 / ( nDotL + nDotV ) - .5 ) + .5 ) ,
|
||||
|
||||
// Specular
|
||||
aspect = sqrt( 1 - material.anisotropy * .9 ) ,
|
||||
rsqr = material.roughness * material.roughness ,
|
||||
ax = max( .001, rsqr / aspect ) ,
|
||||
ay = max( .001, rsqr * aspect ) ,
|
||||
Ds = PBR_GTR2Aniso( nDotH , dot( halfVec , tangent ) ,
|
||||
dot( halfVec , bitangent ) , ax , ay ) ,
|
||||
FH = PBR_SchlickFresnel( lDotH ) ,
|
||||
Gs = PBR_SmithGGXAniso( nDotL , dot( lightDir , tangent ) ,
|
||||
dot( lightDir , bitangent ) , ax , ay )
|
||||
* PBR_SmithGGXAniso( nDotV , dot( camDir , tangent ) ,
|
||||
dot( camDir , bitangent ) , ax , ay );
|
||||
|
||||
// sheen
|
||||
//vec3 Fsheen = FH * sheen * Csheen;
|
||||
|
||||
// clearcoat (ior = 1.5 -> F0 = 0.04)
|
||||
/*
|
||||
float Dr = PBR_GTR1( nDotH , mix( .1 , .001 , clearcoatGloss));
|
||||
float Fr = mix(.04, 1.0, FH);
|
||||
float Gr = smithG_GGX(NdotL, .25) * smithG_GGX(NdotV, .25);
|
||||
*/
|
||||
|
||||
vec3 Fs = mix( cSpecular , vec3(1) , FH );
|
||||
return nDotL * ( ( ( 1 / PI )
|
||||
* mix( Fd , ss , material.subsurface )
|
||||
* material.cAlbedo /* + Fsheen */)
|
||||
* pow( 1 - material.metallic , 3 )
|
||||
+ clamp( Gs , 0 , 1 ) * Fs * Ds );
|
||||
//+ .25*clearcoat*Gr*Fr*Dr;
|
||||
}
|
|
@ -1,145 +0,0 @@
|
|||
vec3 getNormal( vec3 pos )
|
||||
{
|
||||
vec2 v = vec2( .0005 , 0 );
|
||||
return normalize( vec3(
|
||||
map( pos + v.xyy ).x - map( pos - v.xyy ).x ,
|
||||
map( pos + v.yxy ).x - map( pos - v.yxy ).x ,
|
||||
map( pos + v.yyx ).x - map( pos - v.yyx ).x ) );
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
vec3 RM_Basic( vec3 o , vec3 d , int steps , float factor )
|
||||
{
|
||||
int i = 0;
|
||||
float dist = .01 , mat = -1;
|
||||
|
||||
for ( ; i < steps ; ++ i ) {
|
||||
vec2 res = map( o + d * dist );
|
||||
if ( abs( res.x ) < u_Render.z || dist > u_Render.w ) {
|
||||
break;
|
||||
}
|
||||
dist += res.x * factor;
|
||||
mat = res.y;
|
||||
}
|
||||
|
||||
return vec3( dist , dist >= u_Render.w ? -1 : mat , i );
|
||||
}
|
||||
|
||||
vec3 RM_Advanced( vec3 o , vec3 d , int steps , float factor )
|
||||
{
|
||||
const float dMin = .1 , dMax = u_Render.w , pixel = u_Render.z;
|
||||
|
||||
int i = 0;
|
||||
float dist = dMin , mat = -1;
|
||||
float omega = factor;
|
||||
float cError = 1 / 0. , cDist = dMin;
|
||||
float pRad = 0 , sLen = 0;
|
||||
|
||||
for ( ; i < steps ; ++ i ) {
|
||||
vec2 res = map( o + d * dist );
|
||||
float rad = abs( res.x );
|
||||
|
||||
bool sorFail = omega > 1 && ( rad + pRad ) < sLen;
|
||||
if ( sorFail ) {
|
||||
sLen -= omega * sLen;
|
||||
omega = 1;
|
||||
} else {
|
||||
sLen = res.x * omega;
|
||||
}
|
||||
pRad = rad;
|
||||
|
||||
float error = rad / dist;
|
||||
if ( !sorFail && error < cError ) {
|
||||
cError = error;
|
||||
cDist = dist;
|
||||
}
|
||||
|
||||
if ( !sorFail && error < pixel || dist > dMax ) {
|
||||
break;
|
||||
}
|
||||
|
||||
dist += sLen;
|
||||
}
|
||||
if ( dist <= dMax && cError <= pixel ) {
|
||||
return vec3( cDist , map( o + d * cDist ).y , i );
|
||||
}
|
||||
return vec3( cDist , -1 , steps );
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
void main( )
|
||||
{
|
||||
setCamFromUniforms( );
|
||||
|
||||
vec2 uv = ( gl_FragCoord.xy / u_Resolution ) * 2 - 1;
|
||||
vec3 camDir = normalize( lookAt - camPos );
|
||||
vec3 side = normalize( cross( camUp , camDir ) );
|
||||
vec3 up = normalize( cross( camDir , side ) );
|
||||
vec3 rayDir = normalize( camDir * nearPlane
|
||||
+ uv.x * side * u_Resolution.x / u_Resolution.y
|
||||
+ uv.y * up );
|
||||
|
||||
vec3 r = RM_Advanced( camPos , rayDir , int( u_Render.x ) , u_Render.y );
|
||||
vec3 hitPos = camPos + rayDir * r.x;
|
||||
|
||||
vec3 bc = vec3( 0 );
|
||||
if ( r.y >= 0. ) {
|
||||
const int midx = int( r.y );
|
||||
const vec3 normal = getNormal( hitPos );
|
||||
const vec3 lightDir = normalize( -u_LightDir );
|
||||
|
||||
#if defined( USE_BP )
|
||||
// Blinn-Phong only
|
||||
bc = BP_Shade( BPMaterials[ midx ] ,
|
||||
rayDir , normal , lightDir );
|
||||
|
||||
#else
|
||||
#if defined( USE_PBR )
|
||||
// PBR only
|
||||
T_PBRMaterialOld material = PBRMaterialsOld[ midx ];
|
||||
T_PBRPrecomputedOld precomputed = PBR_PrecomputeOld(
|
||||
material , rayDir , normal );
|
||||
bc = PBR_ShadeOld( material , precomputed ,
|
||||
-rayDir , normal , lightDir );
|
||||
|
||||
#else
|
||||
#if defined( USE_MAP_MATERIAL )
|
||||
// Remap materials through mapMaterials
|
||||
int mtype , mtidx , glowidx;
|
||||
mapMaterial( midx , mtype , mtidx , glowidx );
|
||||
if ( mtype == 0 ) {
|
||||
bc = BP_Shade( BPMaterials[ mtidx ] ,
|
||||
-rayDir , normal , lightDir );
|
||||
} else {
|
||||
#if 0
|
||||
T_PBRMaterialOld material = PBRMaterialsOld[ mtidx ];
|
||||
T_PBRPrecomputedOld precomputed = PBR_PrecomputeOld(
|
||||
material , rayDir , normal );
|
||||
bc = PBR_ShadeOld( material , precomputed ,
|
||||
rayDir , normal , lightDir );
|
||||
#else
|
||||
bc = PBR_Shade( PBRMaterials[ mtidx ] ,
|
||||
-rayDir , normal , lightDir );
|
||||
#endif
|
||||
}
|
||||
#if defined( USE_GLOW )
|
||||
if ( glowidx >= 0 ) {
|
||||
bc += Glow[ glowidx ];
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW
|
||||
#ifndef USE_MAP_MATERIAL
|
||||
bc += Glow[ midx ];
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
o_Color = bc;
|
||||
o_Z = r.x;
|
||||
}
|
|
@ -1,7 +1,92 @@
|
|||
#version 450 core
|
||||
//! type fragment
|
||||
//! include raymarch-header.glsl
|
||||
//! include pbr.glsl
|
||||
//! include blinn-phong.glsl
|
||||
//! include map.glsl
|
||||
//! include raymarcher.glsl
|
||||
|
||||
//! include chunks/raymarcher.glsl
|
||||
//! include lib/shading-pbr.glsl
|
||||
//! include lib/shading-blinnphong.glsl
|
||||
|
||||
|
||||
T_BPMaterial BPMaterials[1] = {
|
||||
{ vec3( 1 , 1 , .4 ) * .1 , vec3( 1 , 1 , .4 ) , 40 , .1 }
|
||||
};
|
||||
|
||||
T_PBRMaterial PBRMaterials[1] = {
|
||||
{
|
||||
// Albedo color
|
||||
vec3( 1 , 1 , .4 ) ,
|
||||
// Roughness , metallic , subsurface , anisotropy
|
||||
.4 , .7 , 1 , .1 ,
|
||||
// Specular strength / tint%
|
||||
.5 , .5
|
||||
}
|
||||
};
|
||||
|
||||
vec3 Glow[1] = {
|
||||
vec3( 2 , .4 , 5 ) * 4
|
||||
};
|
||||
|
||||
void mapMaterial(
|
||||
in int matIndex ,
|
||||
out int type ,
|
||||
out int tIndex ,
|
||||
out int glowIndex )
|
||||
{
|
||||
if ( matIndex == 0 ) {
|
||||
glowIndex = -1;
|
||||
} else {
|
||||
//type = 1;
|
||||
glowIndex = 0;
|
||||
}
|
||||
type = 1;
|
||||
tIndex = 0;
|
||||
}
|
||||
|
||||
vec2 RM_Map( vec3 pos )
|
||||
{
|
||||
pos = pos - vec3( 0 , 0 , 0 );
|
||||
vec3 q = pos;
|
||||
q.xy = mod( q.xy + 4. , 8. ) - 4.;
|
||||
return vec2( length( q ) - 1.8 , step( 0. , 1.9 - length( pos.xy ) ) );
|
||||
}
|
||||
|
||||
|
||||
void main( )
|
||||
{
|
||||
vec2 uv = ( gl_FragCoord.xy / u_Resolution ) * 2 - 1;
|
||||
vec3 camDir = normalize( u_LookAt - u_CamPos );
|
||||
vec3 side = normalize( cross( u_CamUp , camDir ) );
|
||||
vec3 up = normalize( cross( camDir , side ) );
|
||||
vec3 rayDir = normalize( camDir * u_NearPlane
|
||||
+ uv.x * side * u_Resolution.x / u_Resolution.y
|
||||
+ uv.y * up );
|
||||
|
||||
vec3 r = RM_Advanced( u_CamPos , rayDir ,
|
||||
int( u_Render.x ) , u_Render.y ,
|
||||
u_Render.z , .001 , u_Render.w );
|
||||
vec3 hitPos = u_CamPos + rayDir * r.x;
|
||||
|
||||
vec3 bc = vec3( 0 );
|
||||
if ( r.y >= 0. ) {
|
||||
const int midx = int( r.y );
|
||||
const vec3 normal = RM_GetNormal( hitPos );
|
||||
const vec3 lightDir = normalize( -u_LightDir );
|
||||
|
||||
// Remap materials through mapMaterials
|
||||
int mtype , mtidx , glowidx;
|
||||
mapMaterial( midx , mtype , mtidx , glowidx );
|
||||
if ( mtype == 0 ) {
|
||||
bc = BP_Shade( BPMaterials[ mtidx ] ,
|
||||
-rayDir , normal , lightDir );
|
||||
} else {
|
||||
bc = PBR_Shade( PBRMaterials[ mtidx ] ,
|
||||
-rayDir , normal , lightDir );
|
||||
}
|
||||
|
||||
if ( glowidx >= 0 ) {
|
||||
bc += Glow[ glowidx ];
|
||||
}
|
||||
}
|
||||
|
||||
o_Color = bc;
|
||||
o_Z = r.x;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue