159 lines
4.2 KiB
Plaintext
159 lines
4.2 KiB
Plaintext
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#version 330 core
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in vec3 Normal;
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in vec2 TexCoords;
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in vec3 FragPosition;
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out vec4 FragColor;
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#define PI 3.14159265359
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#define MAX_LIGHTS 128
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struct Material {
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float Ao;
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vec3 Albedo;
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float Metallic;
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float Roughness;
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};
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struct PointLight {
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vec3 Color;
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vec3 Position;
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float Intensity;
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};
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struct DirectLight {
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vec3 Color;
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vec3 Position;
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vec3 Direction;
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float Intensity;
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};
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struct SpotLight {
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vec3 Color;
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vec3 Position;
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vec3 Direction;
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float ICutOff;
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float OCutOff;
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float Intensity;
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};
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// uniforms
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uniform sampler2D AoMap;
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uniform sampler2D AlbedoMap;
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uniform sampler2D NormalMap;
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uniform sampler2D MetallicMap;
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uniform sampler2D RoughnessMap;
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uniform vec3 CameraPos;
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uniform Material material;
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uniform int spotLightCount;
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uniform SpotLight spotLights[MAX_LIGHTS];
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uniform int pointLightCount;
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uniform PointLight pointLights[MAX_LIGHTS];
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uniform int directLightCount;
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uniform DirectLight directLights[MAX_LIGHTS];
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float DistributionGGX(vec3 N, vec3 H, float roughness) {
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / max(denom, 0.001); // prevent divide by zero for roughness=0.0 and NdotH=1.0
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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vec3 ProcessLight(vec3 N, vec3 V, vec3 Ld, vec3 color, vec3 F0, float I, float roughness, float metallic, vec3 albedo) {
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vec3 L = normalize(Ld);
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vec3 H = normalize(V + L);
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float distance = length(Ld);
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float attenuation = I / (distance * distance);
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vec3 radiance = color * attenuation;
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// Cook-Torrance BRDF
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 nominator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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vec3 specular = nominator / max(denominator, 0.001);
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vec3 KS = F;
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vec3 KD = vec3(1.0) - KS;
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KD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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vec3 Lo = (KD * albedo / PI + specular) * radiance * NdotL;
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return Lo;
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}
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void main() {
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vec3 N = normalize(Normal);
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vec3 V = normalize(CameraPos - FragPosition);
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float ao = material.Ao + texture(AoMap, TexCoords).r;
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vec3 albedo = pow(material.Albedo, vec3(2.2)) + pow(vec3(texture(AlbedoMap, TexCoords)), vec3(5.2));
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float metallic = material.Metallic + texture(MetallicMap, TexCoords).r;
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float roughness = material.Roughness + texture(RoughnessMap, TexCoords).r;
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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vec3 Luminance = vec3(0.0);
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// Point lights
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int count = (pointLightCount > MAX_LIGHTS) ? MAX_LIGHTS : pointLightCount;
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for (int i = 0; i < count; i++) {
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PointLight light = pointLights[i];
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vec3 L = (light.Position - FragPosition);
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Luminance += ProcessLight(N, V, L, light.Color, F0, light.Intensity, roughness, metallic, albedo);
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}
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// Directional lights
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count = (directLightCount > MAX_LIGHTS) ? MAX_LIGHTS : directLightCount;
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for (int i = 0; i < count; i++) {
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DirectLight light = directLights[i];
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Luminance += ProcessLight(N, V, light.Direction, light.Color, F0, light.Intensity, roughness, metallic, albedo);
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}
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// ambient
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vec3 ambient = vec3(0.1f) * albedo * ao;
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vec3 color = ambient + Luminance;
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// HDR correction
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color = color / (color + vec3(1.0));
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// Gamma correction
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color = pow(color, vec3(1.0 / 3.0));
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FragColor = vec4(color, 1.0);
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}
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