vkdoom_m/wadsrc/static/shaders/scene/lightmodel_pbr.glsl

168 lines
4.5 KiB
GLSL

const float PI = 3.14159265359;
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r * r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 ProcessLight(const DynLightInfo light, vec3 albedo, float metallic, float roughness, const vec3 N, const vec3 V, const vec3 F0)
{
vec3 L = normalize(light.pos.xyz - pixelpos.xyz);
vec3 H = normalize(V + L);
float attenuation = distanceAttenuation(distance(light.pos.xyz, pixelpos.xyz), light.radius, light.strength, light.linearity);
if ((light.flags & LIGHTINFO_SPOT) != 0)
{
attenuation *= spotLightAttenuation(light.pos.xyz, light.spotDir.xyz, light.spotInnerAngle, light.spotOuterAngle);
}
if ((light.flags & LIGHTINFO_ATTENUATED) != 0)
{
attenuation *= clamp(dot(N, L), 0.0, 1.0);
}
if (attenuation > 0.0)
{
// light.radius >= 1000000.0 is sunlight(?), skip attenuation
if(light.radius < 1000000.0 && (light.flags & LIGHTINFO_SHADOWMAPPED) != 0)
{
attenuation *= shadowAttenuation(light.pos.xyz, light.shadowIndex, light.softShadowRadius, light.flags);
}
vec3 radiance = light.color.rgb * attenuation;
// cook-torrance brdf
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
vec3 kS = F;
vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
vec3 nominator = NDF * G * F;
float denominator = 4.0 * clamp(dot(N, V), 0.0, 1.0) * clamp(dot(N, L), 0.0, 1.0);
vec3 specular = nominator / max(denominator, 0.001);
return (kD * albedo / PI + specular) * radiance;
}
return vec3(0.0);
}
vec3 ProcessMaterialLight(Material material, vec3 ambientLight)
{
vec3 albedo = material.Base.rgb;
float metallic = material.Metallic;
float roughness = material.Roughness;
float ao = material.AO;
vec3 N = material.Normal;
vec3 V = normalize(uCameraPos.xyz - pixelpos.xyz);
vec3 F0 = mix(vec3(0.04), albedo, metallic);
vec3 Lo = uDynLightColor.rgb;
if (uLightIndex >= 0)
{
ivec4 lightRange = getLightRange();
if (lightRange.z > lightRange.x)
{
//
// modulated lights
//
for(int i = lightRange.x; i < lightRange.y; i++)
{
Lo += ProcessLight(getLights()[i], albedo, metallic, roughness, N, V, F0);
}
//
// subtractive lights
//
for(int i = lightRange.y; i < lightRange.z; i++)
{
Lo -= ProcessLight(getLights()[i], albedo, metallic, roughness, N, V, F0);
}
}
}
// Treat the ambient sector light as if it is a light source next to the wall
{
vec3 VV = V;
vec3 LL = N;
vec3 HH = normalize(VV + LL);
vec3 radiance = ambientLight.rgb * 2.25;
vec3 F = fresnelSchlick(clamp(dot(HH, VV), 0.0, 1.0), F0);
vec3 kS = F;
vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
vec3 specular = metallic * albedo * 0.40;
Lo += (kD * albedo / PI + specular) * radiance;
}
float probeIndex = 0.0; // To do: get this from an uniform
vec3 F = fresnelSchlickRoughness(clamp(dot(N, V), 0.0, 1.0), F0, roughness);
vec3 kS = F;
vec3 kD = 1.0 - kS;
const float environmentScaleFactor = 0.08;
vec3 irradiance = texture(IrradianceMap, vec4(N, probeIndex)).rgb * environmentScaleFactor;
vec3 diffuse = irradiance * albedo;
kD *= 1.0 - metallic;
const float MAX_REFLECTION_LOD = 4.0;
vec3 R = reflect(-V, N);
vec3 prefilteredColor = textureLod(PrefilterMap, vec4(R, probeIndex), roughness * MAX_REFLECTION_LOD).rgb * environmentScaleFactor;
vec2 envBRDF = texture(BrdfLUT, vec2(clamp(dot(N, V), 0.0, 1.0), roughness)).rg;
vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
vec3 ambient = (kD * diffuse + specular) * ao;
vec3 color = max(ambient + Lo, vec3(0.0));
return color;
}