add pbr light shader

This commit is contained in:
hyzboy 2020-06-20 16:18:48 +08:00
parent 1c75bad0e6
commit 4daa976954
3 changed files with 154 additions and 1 deletions

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@ -27,7 +27,6 @@ layout(binding=1) uniform ColorMaterial
vec4 ambient; vec4 ambient;
} color_material; } color_material;
layout(binding=2) uniform Sun layout(binding=2) uniform Sun
{ {
vec3 direction; vec3 direction;

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@ -0,0 +1,117 @@
#version 450 core
layout(location=0) in vec3 FragmentWorldPos;
layout(location=1) in vec3 FragmentWorldNormal;
layout(location=0) out vec4 FragColor;
layout(binding=10) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 camera_pos;
vec2 canvas_resolution;
vec2 viewport_resolution;
}fs_world;
layout(binding=1) uniform PBRMaterial
{
vec4 color;
float metallic;
float roughness;
} pbr_material;
layout(binding=2) uniform Sun
{
vec3 direction;
}sun;
const float PI = 3.14159265359;
// Normal Distribution function --------------------------------------
float D_GGX(float dotNH, float roughness)
{
float alpha = roughness * roughness;
float alpha2 = alpha * alpha;
float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
return (alpha2)/(PI * denom*denom);
}
// Geometric Shadowing function --------------------------------------
float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float GL = dotNL / (dotNL * (1.0 - k) + k);
float GV = dotNV / (dotNV * (1.0 - k) + k);
return GL * GV;
}
// Fresnel function ----------------------------------------------------
vec3 F_Schlick(float cosTheta, float metallic)
{
vec3 F0 = mix(vec3(0.04), pbr_material.color.rgb, metallic); // * material.specular
vec3 F = F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
return F;
}
// Specular BRDF composition --------------------------------------------
vec3 BRDF(vec3 L, vec3 V, vec3 N, float metallic, float roughness)
{
// Precalculate vectors and dot products
vec3 H = normalize (V + L);
float dotNV = clamp(dot(N, V), 0.0, 1.0);
float dotNL = clamp(dot(N, L), 0.0, 1.0);
float dotLH = clamp(dot(L, H), 0.0, 1.0);
float dotNH = clamp(dot(N, H), 0.0, 1.0);
// Light color fixed
vec3 lightColor = vec3(1.0);
vec3 color = vec3(0.0);
if (dotNL > 0.0)
{
float rroughness = max(0.05, roughness);
// D = Normal distribution (Distribution of the microfacets)
float D = D_GGX(dotNH, roughness);
// G = Geometric shadowing term (Microfacets shadowing)
float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
// F = Fresnel factor (Reflectance depending on angle of incidence)
vec3 F = F_Schlick(dotNV, metallic);
vec3 spec = D * F * G / (4.0 * dotNL * dotNV);
color += spec * dotNL * lightColor;
}
return color;
}
// ----------------------------------------------------------------------------
void main()
{
vec3 N = normalize(FragmentWorldNormal);
vec3 V = normalize(fs_world.camera_pos.xyz - FragmentWorldPos);
// Specular contribution
vec3 Lo = BRDF(sun.direction, V, N, pbr_material.metallic, pbr_material.roughness);
// Combine with ambient
vec3 color = (pbr_material.color.rgb * 0.02)+Lo;
// Gamma correct
color = pow(color, vec3(0.4545));
FragColor = vec4(color, 1.0);
}

37
shader/pbr_Light.vert Normal file
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@ -0,0 +1,37 @@
#version 450
layout(location = 0) in vec3 Vertex;
layout(location = 1) in vec3 Normal;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
vec2 canvas_resolution;
vec2 viewport_resolution;
}world;
layout(push_constant) uniform Consts {
mat4 local_to_world;
}pc;
layout(location=0) out vec3 FragmentWorldPos;
layout(location=1) out vec3 FragmentWorldNormal;
void main()
{
FragmentWorldPos = Vertex*mat3(pc.local_to_world);
FragmentWorldNormal = Normal*mat3(pc.local_to_world);
gl_Position = vec4(FragmentWorldPos,1.0)*world.mvp;
}