diff options
author | David Thompson <dthompson2@worcester.edu> | 2021-08-12 20:25:25 -0400 |
---|---|---|
committer | David Thompson <dthompson2@worcester.edu> | 2021-08-12 20:25:25 -0400 |
commit | 8925bd867e1a8791801698b1abaec4a46180656e (patch) | |
tree | 9a7a31445e86952a85b185969bfde2780cfdc5d0 /data/shaders/pbr-frag.glsl | |
parent | f82e5122c2feabb8d92e3d4d1789ee1490b96a90 (diff) |
graphics: Always use normal/ambient/etc. maps.
If models don't specify their own textures, use noop textures as
appropriate.
Diffstat (limited to 'data/shaders/pbr-frag.glsl')
-rw-r--r-- | data/shaders/pbr-frag.glsl | 80 |
1 files changed, 27 insertions, 53 deletions
diff --git a/data/shaders/pbr-frag.glsl b/data/shaders/pbr-frag.glsl index 478c40a..c474981 100644 --- a/data/shaders/pbr-frag.glsl +++ b/data/shaders/pbr-frag.glsl @@ -2,19 +2,13 @@ struct Material { vec3 baseColorFactor; - bool baseColorTextureEnabled; int baseColorTexcoord; float metallicFactor; float roughnessFactor; - bool metallicRoughnessTextureEnabled; int metallicRoughnessTexcoord; - vec3 normalFactor; - bool normalTextureEnabled; int normalTexcoord; - bool occlusionTextureEnabled; int occlusionTexcoord; vec3 emissiveFactor; - bool emissiveTextureEnabled; int emissiveTexcoord; int alphaMode; float alphaCutoff; @@ -142,34 +136,25 @@ vec3 toneMap(vec3 color) { float materialMetallic() { float m = material.metallicFactor; - - if(material.metallicRoughnessTextureEnabled) { - m *= texture(metallicRoughnessTexture, - texcoord(material.metallicRoughnessTexcoord)).b; - } - + m *= texture(metallicRoughnessTexture, + texcoord(material.metallicRoughnessTexcoord)).b; return m; } float materialRoughness() { float r = material.roughnessFactor; - if(material.metallicRoughnessTextureEnabled) { - r *= texture(metallicRoughnessTexture, - texcoord(material.metallicRoughnessTexcoord)).g; - } + r *= texture(metallicRoughnessTexture, + texcoord(material.metallicRoughnessTexcoord)).g; return r; } vec4 materialAlbedo() { - vec4 color = vec4(0.0, 0.0, 1.0, 1.0); - - if(material.baseColorTextureEnabled) { - vec4 texColor = texture(baseColorTexture, - texcoord(material.baseColorTexcoord)); - color = sRGBtoLinear(texColor); - } + vec4 color = vec4(1.0, 1.0, 1.0, 1.0); + vec4 texColor = texture(baseColorTexture, + texcoord(material.baseColorTexcoord)); + color = sRGBtoLinear(texColor); color *= vec4(material.baseColorFactor, 1.0); @@ -183,44 +168,33 @@ vec4 materialAlbedo() { vec3 materialEmissive() { vec3 color = vec3(0.0); - if(material.emissiveTextureEnabled) { - vec4 texColor = texture(emissiveTexture, - texcoord(material.emissiveTexcoord)); - color = sRGBtoLinear(texColor).rgb; - } + vec4 texColor = texture(emissiveTexture, + texcoord(material.emissiveTexcoord)); + color = sRGBtoLinear(texColor).rgb; return color * material.emissiveFactor; } vec3 materialOcclusion() { - if(material.occlusionTextureEnabled) { - return vec3(texture(occlusionTexture, - texcoord(material.occlusionTexcoord)).r); - } else { - return vec3(1.0); - } + return vec3(texture(occlusionTexture, + texcoord(material.occlusionTexcoord)).r); } vec3 materialNormal() { - if(material.normalTextureEnabled) { - // See: http://www.thetenthplanet.de/archives/1180 - vec2 t = texcoord(material.normalTexcoord); - vec3 tangentNormal = texture(normalTexture, t).xyz * 2.0 - 1.0; - - vec3 q1 = dFdx(fragWorldPos); - vec3 q2 = dFdy(fragWorldPos); - vec2 st1 = dFdx(fragTexcoord0); - vec2 st2 = dFdy(fragTexcoord0); - - vec3 N = normalize(fragNormal); - vec3 T = normalize(q1 * st2.t - q2 * st1.t); - vec3 B = -normalize(cross(N, T)); - mat3 TBN = mat3(T, B, N); - - return normalize(TBN * tangentNormal); - } else { - return normalize(fragNormal); - } + // See: https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/data/shaders/pbr_khr.frag + // See: http://www.thetenthplanet.de/archives/1180 + vec2 uv = texcoord(material.normalTexcoord); + vec3 tangentNormal = texture(normalTexture, uv).xyz * 2.0 - 1.0; + vec3 q1 = dFdx(fragWorldPos); + vec3 q2 = dFdy(fragWorldPos); + vec2 st1 = dFdx(uv); + vec2 st2 = dFdy(uv); + vec3 N = normalize(fragNormal); + vec3 T = normalize(q1 * st2.t - q2 * st1.t); + vec3 B = -normalize(cross(N, T)); + mat3 TBN = mat3(T, B, N); + + return normalize(TBN * tangentNormal); } vec3 lightDirection(Light light) { |