/******************************************************************************************* * * rPBR [shader] - Physically based rendering fragment shader * * Copyright (c) 2017 Victor Fisac * **********************************************************************************************/ #version 330 #define MAX_REFLECTION_LOD 4.0 #define MAX_DEPTH_LAYER 20 #define MIN_DEPTH_LAYER 10 #define MAX_LIGHTS 4 #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 struct MaterialProperty { vec3 color; int useSampler; sampler2D sampler; }; struct Light { int enabled; int type; vec3 position; vec3 target; vec4 color; }; // Input vertex attributes (from vertex shader) in vec3 fragPosition; in vec2 fragTexCoord; in vec3 fragNormal; in vec3 fragTangent; in vec3 fragBinormal; // Input material values uniform MaterialProperty albedo; uniform MaterialProperty normals; uniform MaterialProperty metalness; uniform MaterialProperty roughness; uniform MaterialProperty occlusion; uniform MaterialProperty emission; uniform MaterialProperty height; // Input uniform values uniform samplerCube irradianceMap; uniform samplerCube prefilterMap; uniform sampler2D brdfLUT; // Input lighting values uniform Light lights[MAX_LIGHTS]; // Other uniform values uniform int renderMode; uniform vec3 viewPos; vec2 texCoord; // Constant values const float PI = 3.14159265359; // Output fragment color out vec4 finalColor; vec3 ComputeMaterialProperty(MaterialProperty property); float DistributionGGX(vec3 N, vec3 H, float roughness); float GeometrySchlickGGX(float NdotV, float roughness); float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness); vec3 fresnelSchlick(float cosTheta, vec3 F0); vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness); vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir); // WARNING: There is some weird behaviour with this function, always returns black! // Yes, I even tried: return texture(property.sampler, texCoord).rgb; vec3 ComputeMaterialProperty(MaterialProperty property) { vec3 result = vec3(0.0, 0.0, 0.0); if (property.useSampler == 1) result = texture(property.sampler, texCoord).rgb; else result = property.color; return result; } 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); } vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) { // Calculate the number of depth layers and calculate the size of each layer float numLayers = mix(MAX_DEPTH_LAYER, MIN_DEPTH_LAYER, abs(dot(vec3(0.0, 0.0, 1.0), viewDir))); float layerDepth = 1.0/numLayers; // Calculate depth of current layer float currentLayerDepth = 0.0; // Calculate the amount to shift the texture coordinates per layer (from vector P) // Note: height amount is stored in height material attribute color R channel (sampler use is independent) vec2 P = viewDir.xy*height.color.r; vec2 deltaTexCoords = P/numLayers; // Store initial texture coordinates and depth values vec2 currentTexCoords = texCoords; float currentDepthMapValue = texture(height.sampler, currentTexCoords).r; while (currentLayerDepth < currentDepthMapValue) { // Shift texture coordinates along direction of P currentTexCoords -= deltaTexCoords; // Get depth map value at current texture coordinates currentDepthMapValue = texture(height.sampler, currentTexCoords).r; // Get depth of next layer currentLayerDepth += layerDepth; } // Get texture coordinates before collision (reverse operations) vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // Get depth after and before collision for linear interpolation float afterDepth = currentDepthMapValue - currentLayerDepth; float beforeDepth = texture(height.sampler, prevTexCoords).r - currentLayerDepth + layerDepth; // Interpolation of texture coordinates float weight = afterDepth/(afterDepth - beforeDepth); vec2 finalTexCoords = prevTexCoords*weight + currentTexCoords*(1.0 - weight); return finalTexCoords; } void main() { // Calculate TBN and RM matrices mat3 TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal)); // Calculate lighting required attributes vec3 normal = normalize(fragNormal); vec3 view = normalize(viewPos - fragPosition); vec3 refl = reflect(-view, normal); // Check if parallax mapping is enabled and calculate texture coordinates to use based on height map // NOTE: remember that 'texCoord' variable must be assigned before calling any ComputeMaterialProperty() function if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view); else texCoord = fragTexCoord; // Use default texture coordinates // Fetch material values from texture sampler or color attributes vec3 color = texture(albedo.sampler, texCoord).rgb; //ComputeMaterialProperty(albedo); vec3 metal = texture(metalness.sampler, texCoord).rgb; //ComputeMaterialProperty(metalness); vec3 rough = texture(roughness.sampler, texCoord).rgb; //ComputeMaterialProperty(roughness); vec3 emiss = texture(emission.sampler, texCoord).rgb; //ComputeMaterialProperty(emission); vec3 ao = texture(occlusion.sampler, texCoord).rgb; //ComputeMaterialProperty(occlusion); // Check if normal mapping is enabled if (normals.useSampler == 1) { // Fetch normal map color and transform lighting values to tangent space normal = texture(normals.sampler, texCoord).rgb; //ComputeMaterialProperty(normals); normal = normalize(normal*2.0 - 1.0); normal = normalize(normal*TBN); // Convert tangent space normal to world space due to cubemap reflection calculations refl = normalize(reflect(-view, normal)); } // Calculate reflectance at normal incidence vec3 F0 = vec3(0.04); F0 = mix(F0, color, metal.r); // Calculate lighting for all lights vec3 Lo = vec3(0.0); vec3 lightDot = vec3(0.0); for (int i = 0; i < MAX_LIGHTS; i++) { if (lights[i].enabled == 1) { // Calculate per-light radiance vec3 light = vec3(0.0); vec3 radiance = lights[i].color.rgb; if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position); else if (lights[i].type == LIGHT_POINT) { light = normalize(lights[i].position - fragPosition); float distance = length(lights[i].position - fragPosition); float attenuation = 1.0/(distance*distance); radiance *= attenuation; } // Cook-torrance BRDF vec3 high = normalize(view + light); float NDF = DistributionGGX(normal, high, rough.r); float G = GeometrySmith(normal, view, light, rough.r); vec3 F = fresnelSchlick(max(dot(high, view), 0.0), F0); vec3 nominator = NDF*G*F; float denominator = 4*max(dot(normal, view), 0.0)*max(dot(normal, light), 0.0) + 0.001; vec3 brdf = nominator/denominator; // Store to kS the fresnel value and calculate energy conservation vec3 kS = F; vec3 kD = vec3(1.0) - kS; // Multiply kD by the inverse metalness such that only non-metals have diffuse lighting kD *= 1.0 - metal.r; // Scale light by dot product between normal and light direction float NdotL = max(dot(normal, light), 0.0); // Add to outgoing radiance Lo // Note: BRDF is already multiplied by the Fresnel so it doesn't need to be multiplied again Lo += (kD*color/PI + brdf)*radiance*NdotL*lights[i].color.a; lightDot += radiance*NdotL + brdf*lights[i].color.a; } } // Calculate ambient lighting using IBL vec3 F = fresnelSchlickRoughness(max(dot(normal, view), 0.0), F0, rough.r); vec3 kS = F; vec3 kD = 1.0 - kS; kD *= 1.0 - metal.r; // Calculate indirect diffuse vec3 irradiance = texture(irradianceMap, fragNormal).rgb; vec3 diffuse = color*irradiance; // Sample both the prefilter map and the BRDF lut and combine them together as per the Split-Sum approximation vec3 prefilterColor = textureLod(prefilterMap, refl, rough.r*MAX_REFLECTION_LOD).rgb; vec2 brdf = texture(brdfLUT, vec2(max(dot(normal, view), 0.0), rough.r)).rg; vec3 reflection = prefilterColor*(F*brdf.x + brdf.y); // Calculate final lighting vec3 ambient = (kD*diffuse + reflection)*ao; // Calculate fragment color based on render mode vec3 fragmentColor = ambient + Lo + emiss; // Physically Based Rendering if (renderMode == 1) fragmentColor = color; // Albedo else if (renderMode == 2) fragmentColor = normal; // Normals else if (renderMode == 3) fragmentColor = metal; // Metalness else if (renderMode == 4) fragmentColor = rough; // Roughness else if (renderMode == 5) fragmentColor = ao; // Ambient Occlusion else if (renderMode == 6) fragmentColor = emiss; // Emission else if (renderMode == 7) fragmentColor = lightDot; // Lighting else if (renderMode == 8) fragmentColor = kS; // Fresnel else if (renderMode == 9) fragmentColor = irradiance; // Irradiance else if (renderMode == 10) fragmentColor = reflection; // Reflection // Apply HDR tonemapping fragmentColor = fragmentColor/(fragmentColor + vec3(1.0)); // Apply gamma correction fragmentColor = pow(fragmentColor, vec3(1.0/2.2)); // Calculate final fragment color finalColor = vec4(fragmentColor, 1.0); }