330 lines
9.0 KiB
GLSL
330 lines
9.0 KiB
GLSL
#version 330
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in vec3 objectPosition;
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in vec2 f_texcoord0;
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in vec2 f_texcoord1;
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in vec2 f_texcoord2;
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in vec2 f_texcoord3;
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in vec3 normal;
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in vec4 vertexColor;
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in vec3 tangent;
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in vec3 binormal;
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in vec3 boneWeightsColored;
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// Viewport Camera/Lighting
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uniform mat4 mtxCam;
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uniform mat4 mtxMdl;
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uniform vec3 specLightDirection;
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uniform mat4 projMatrix;
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uniform mat4 normalMatrix;
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uniform mat4 modelViewMatrix;
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uniform mat4 rotationMatrix;
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uniform int colorOverride;
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uniform int renderType;
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uniform int renderVertColor;
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uniform mat4 modelview;
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uniform int uvChannel;
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// Texture Samplers
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uniform sampler2D DiffuseMap;
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uniform sampler2D AmbientMap;
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uniform sampler2D NormalMap;
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uniform sampler2D BakeLightMap;
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uniform sampler2D UVTestPattern;
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uniform sampler2D EmissionMap;
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uniform sampler2D SpecularMap;
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uniform sampler2D DiffuseLayer;
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uniform sampler2D MetalnessMap;
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uniform sampler2D RoughnessMap;
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uniform sampler2D ProjectionMap;
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uniform sampler2D SphereMap;
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// Texture Map Toggles
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uniform int HasDiffuse;
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uniform int HasNormalMap;
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uniform int HasSpecularMap;
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uniform int HasShadowMap;
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uniform int HasAmbientMap;
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uniform int HasLightMap;
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uniform int HasEmissionMap;
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uniform int HasDiffuseLayer;
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uniform int HasMetalnessMap;
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uniform int HasRoughnessMap;
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uniform int HasProjectionMap;
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// Diffuse Channel Toggles
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uniform int RedChannel;
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uniform int GreenChannel;
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uniform int BlueChannel;
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uniform int AlphaChannel;
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//Parameters
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uniform float ColorUVScaleU;
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uniform float ColorUVScaleV;
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uniform float ColorUVTranslateU;
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uniform float ColorUVTranslateV;
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uniform float ColorBaseU;
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uniform float ColorBaseV;
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uniform float NormalMapUVScaleU;
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uniform float NormalMapUVScaleV;
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uniform float NormalMapUVTranslateU;
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uniform float NormalMapUVTranslateV;
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uniform samplerCube irradianceMap;
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uniform samplerCube specularIbl;
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uniform sampler2D brdfLUT;
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int isTransparent;
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out vec4 fragColor;
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struct VertexAttributes {
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vec3 objectPosition;
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vec2 texCoord;
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vec2 texCoord2;
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vec2 texCoord3;
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vec4 vertexColor;
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vec3 normal;
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vec3 viewNormal;
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vec3 tangent;
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vec3 binormal;
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};
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#define gamma 2.2
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const float PI = 3.14159265359;
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// Shader code adapted from learnopengl.com's PBR tutorial:
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// https://learnopengl.com/PBR/Theory
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//Defined in PBR Utilty
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vec3 FresnelSchlick(float cosTheta, vec3 F0);
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vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
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float DistributionGGX(vec3 N, vec3 H, float roughness);
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float GeometrySchlickGGX(float NdotV, float roughness);
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
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vec3 saturation(vec3 rgb, float adjustment);
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//In Utility.frag
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float GetComponent(int Type, vec4 Texture);
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void main()
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{
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fragColor = vec4(1);
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// Create a struct for passing all the vertex attributes to other functions.
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VertexAttributes vert;
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vert.objectPosition = objectPosition;
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vert.texCoord = f_texcoord0;
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vert.texCoord2 = f_texcoord1;
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vert.texCoord3 = f_texcoord2;
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vert.vertexColor = vertexColor;
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vert.normal = normal;
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vert.tangent = tangent;
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vert.binormal = binormal;
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float specIntensity = 0.1f;
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// Wireframe color.
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if (colorOverride == 1)
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{
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fragColor = vec4(1);
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return;
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}
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vec3 albedo = vec3(1);
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if (HasDiffuse == 1)
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{
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vec2 uvScale = vec2(ColorUVScaleU, ColorUVScaleV);
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vec2 uvTranslate = vec2(ColorUVTranslateU, ColorUVTranslateV);
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vec2 shift = vec2(ColorBaseU, ColorBaseV);
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vec2 texCoord0 = shift + uvScale * (f_texcoord0.xy + (uvTranslate));
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vec4 DiffuseTex = pow(texture(DiffuseMap, texCoord0).rgba, vec4(gamma));
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//Comp Selectors
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albedo.r = GetComponent(RedChannel, DiffuseTex);
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albedo.g = GetComponent(GreenChannel, DiffuseTex);
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albedo.b = GetComponent(BlueChannel, DiffuseTex);
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}
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float metallic = 0;
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if (HasMetalnessMap == 1)
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metallic = texture(MetalnessMap, f_texcoord0).r;
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float roughness = 0.5;
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if (HasRoughnessMap == 1)
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roughness = texture(RoughnessMap, f_texcoord0).r;
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float ao = 1;
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if (HasAmbientMap == 1)
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{
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vec2 ambientUV = f_texcoord0;
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ambientUV.x *= ColorUVScaleU + ColorUVTranslateU;
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ambientUV.y *= ColorUVScaleV + ColorUVTranslateV;
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float factor = texture(AmbientMap, ambientUV).b; //Usually 128,128,128. Intensity??
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float ambient = 1 - (texture(AmbientMap, ambientUV).r * factor); //Inverted ao
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float shadows = 1 - (texture(AmbientMap, ambientUV).g * factor); //Inverted shadows
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ao = (ambient * shadows);
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}
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vec3 emissionTerm = vec3(0);
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// Calculate shading vectors.
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vec3 I = vec3(0,0,-1) * mat3(mtxCam);
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vec3 N = normal;
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vec3 V = normalize(I); // view
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vec3 L = normalize(specLightDirection); // Light
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vec3 H = normalize(specLightDirection + I); // half angle
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vec3 R = reflect(-I, N); // reflection
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vec3 f0 = mix(vec3(0.04), albedo, metallic); // dialectric
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vec3 kS = FresnelSchlickRoughness(max(dot(N, V), 0.0), f0, roughness);
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vec3 kD = 1.0 - kS;
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kD *= 1.0 - metallic;
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// Diffuse pass
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vec3 diffuseIblColor = texture(irradianceMap, N).rgb;
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vec3 diffuseTerm = diffuseIblColor * albedo;
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diffuseTerm *= kD;
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diffuseTerm *= ao;
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diffuseTerm *= 1.1f;
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// Adjust for metalness.
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diffuseTerm *= clamp(1 - metallic, 0, 1);
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diffuseTerm *= vec3(1) - kS.xxx;
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//
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// Specular pass.
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int maxSpecularLod = 8;
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vec3 specularIblColor = textureLod(specularIbl, R, roughness * maxSpecularLod).rgb;
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vec2 envBRDF = texture(brdfLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
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vec3 brdfTerm = (kS * envBRDF.x + envBRDF.y);
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// vec3 specularTerm = specularIblColor * (kS * brdfTerm.x + brdfTerm.y) * specIntensity;
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vec3 specularTerm = specularIblColor * brdfTerm * specIntensity;
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// Add render passes.
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fragColor.rgb = vec3(0);
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fragColor.rgb += diffuseTerm;
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fragColor.rgb += specularTerm;
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fragColor.rgb += emissionTerm;
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fragColor.rgb *= min(boneWeightsColored, vec3(1));
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// HDR tonemapping
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// fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0));
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// Convert back to sRGB.
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fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
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// Alpha calculations.
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if (isTransparent == 1)
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{
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float alpha = GetComponent(AlphaChannel, texture(DiffuseMap, f_texcoord0));
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fragColor.a = alpha;
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}
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if (renderVertColor == 1)
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fragColor *= min(vert.vertexColor, vec4(1));
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//Debug Shading
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vec2 displayTexCoord = f_texcoord0;
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if (uvChannel == 1)
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displayTexCoord = f_texcoord0;
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if (uvChannel == 2)
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displayTexCoord = f_texcoord2;
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if (uvChannel == 3)
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displayTexCoord = f_texcoord3;
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vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
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if (renderType == 1) // normals color
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fragColor = vec4(displayNormal.rgb,1);
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else if (renderType == 2)
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{
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diffuseIblColor = texture(irradianceMap, N).rgb;
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diffuseTerm = diffuseIblColor * vec3(0.5);
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diffuseTerm *= kD;
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diffuseTerm *= ao;
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// Adjust for metalness.
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diffuseTerm *= clamp(1 - metallic, 0, 1);
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diffuseTerm *= vec3(1) - kS.xxx;
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fragColor.rgb = vec3(0);
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fragColor.rgb += diffuseTerm;
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fragColor.rgb += specularTerm;
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fragColor.rgb += emissionTerm;
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// Global brightness adjustment.
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fragColor.rgb *= 1.5;
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// HDR tonemapping
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fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0));
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// Convert back to sRGB.
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fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
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}
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else if (renderType == 3) //DiffuseColor
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{
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vec2 uvScale = vec2(ColorUVScaleU, ColorUVScaleV);
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vec2 uvTranslate = vec2(ColorUVTranslateU, ColorUVTranslateV);
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vec2 shift = vec2(ColorBaseU, ColorBaseV);
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vec2 texCoord0 = shift + uvScale * (displayTexCoord.xy + (uvTranslate));
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//Comp Selectors
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vec4 diffuseMapColor = vec4(texture(DiffuseMap, texCoord0).rgb, 1);
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diffuseMapColor.r = GetComponent(RedChannel, diffuseMapColor);
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diffuseMapColor.g = GetComponent(GreenChannel, diffuseMapColor);
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diffuseMapColor.b = GetComponent(BlueChannel, diffuseMapColor);
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fragColor = vec4(diffuseMapColor.rgb, 1);
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}
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else if (renderType == 4) //Display Normal
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{
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if (HasNormalMap == 1)
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fragColor.rgb = texture(NormalMap, displayTexCoord).rgb;
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else
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fragColor.rgb = vec3(0);
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}
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else if (renderType == 5) // vertexColor
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fragColor = vertexColor;
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else if (renderType == 6) //Display Ambient Occlusion
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fragColor = vec4(vec3(ao), 1);
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else if (renderType == 7) // uv coords
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fragColor = vec4(displayTexCoord.x, displayTexCoord.y, 1, 1);
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else if (renderType == 8) // uv test pattern
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{
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fragColor = vec4(texture(UVTestPattern, displayTexCoord).rgb, 1);
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}
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else if (renderType == 9) //Display tangents
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{
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vec3 displayTangent = (tangent * 0.5) + 0.5;
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if (dot(tangent, vec3(1)) == 0)
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displayTangent = vec3(0);
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fragColor = vec4(displayTangent,1);
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}
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else if (renderType == 10) //Display binormals
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{
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vec3 displayBinormal = (binormal * 0.5) + 0.5;
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if (dot(binormal, vec3(1)) == 0)
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displayBinormal = vec3(0);
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fragColor = vec4(displayBinormal,1);
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}
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else if (renderType == 12)
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{
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fragColor.rgb = boneWeightsColored;
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}
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}
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