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// -*- mode: c -*-
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;
};
struct Light {
bool enabled;
int type;
vec3 position;
vec3 direction;
vec4 color;
float cutOff;
};
#ifdef GLSL120
attribute vec3 fragWorldPos;
attribute vec3 fragNormal;
attribute vec2 fragTexcoord0;
attribute vec2 fragTexcoord1
attribute vec4 fragColor0;
#else
in vec3 fragWorldPos;
in vec3 fragNormal;
in vec2 fragTexcoord0;
in vec2 fragTexcoord1;
in vec4 fragColor0;
#endif
#ifdef GLSL330
out vec4 fragColor;
#endif
#define MAX_LIGHTS 4
uniform Material material;
uniform Light lights[MAX_LIGHTS];
uniform vec4 ambientLightColor;
uniform bool vertexColored;
uniform vec3 cameraPosition;
uniform sampler2D baseColorTexture;
uniform sampler2D metallicRoughnessTexture;
uniform sampler2D normalTexture;
uniform sampler2D occlusionTexture;
uniform sampler2D emissiveTexture;
const float PI = 3.14159265358979323846;
const float GAMMA = 2.2;
#ifndef GLSL330
// Compatibility shim for older GLSL versions.
vec2 texture(sampler2D tex, vec2 coord) {
return texture2D(tex, coord);
}
#endif
float posDot(vec3 v1, vec3 v2) {
return max(dot(v1, v2), 0.0);
}
vec3 fresnelSchlick(float cosTheta, vec3 baseColor)
{
return baseColor + (1.0 - baseColor) * pow(max(1.0 - cosTheta, 0.0), 5.0);
}
float distributionGGX(vec3 normal, vec3 halfAngle, float roughness)
{
float a = roughness * roughness * roughness * roughness;
float ndoth = posDot(normal, halfAngle);
float denominator = ndoth * ndoth * (a - 1.0) + 1.0;
return a / (PI * denominator * denominator);
}
float geometrySchlickGGX(float ndotv, float roughness)
{
float r = roughness + 1.0;
float k = (r * r) / 8.0;
return ndotv / (ndotv * (1.0 - k) + k);
}
float geometrySmith(vec3 normal, vec3 viewDirection, vec3 lightDirection,
float roughness)
{
return geometrySchlickGGX(posDot(normal, viewDirection), roughness) *
geometrySchlickGGX(posDot(normal, lightDirection), roughness);
}
vec4 applyAlpha(vec4 color) {
// Apply alpha mode.
if(material.alphaMode == 0) { // opaque
return vec4(color.rgb, 1.0);
} else if(material.alphaMode == 1) { // mask
if(color.a >= material.alphaCutoff) {
return vec4(color.rgb, 1.0);
} else {
discard;
}
} else if(material.alphaMode == 2) { // blend
if(color.a <= 0.005) {
discard;
} else {
return color;
}
}
}
vec2 texcoord(int i) {
if(i == 0) {
return fragTexcoord0;
} else {
return fragTexcoord1;
}
}
vec4 sRGBtoLinear(vec4 srgb) {
return vec4(pow(srgb.r, GAMMA),
pow(srgb.g, GAMMA),
pow(srgb.b, GAMMA),
srgb.a);
}
float materialMetallic() {
float m = material.metallicFactor;
if(material.metallicRoughnessTextureEnabled) {
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;
}
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);
}
color *= vec4(material.baseColorFactor, 1.0);
if(vertexColored) {
color *= fragColor0;
}
return color;
}
vec4 materialEmissive() {
vec4 color = vec4(0.0);
if(material.emissiveTextureEnabled) {
vec4 texColor = texture(emissiveTexture,
texcoord(material.emissiveTexcoord));
color = sRGBtoLinear(texColor);
}
return color * vec4(material.emissiveFactor, 1.0);
}
vec3 materialOcclusion() {
if(material.occlusionTextureEnabled) {
return vec3(texture(occlusionTexture,
texcoord(material.occlusionTexcoord)).r);
} else {
return vec3(1.0);
}
}
vec3 materialNormal() {
vec3 normal;
if(material.normalTextureEnabled) {
normal = texture(normalTexture,
texcoord(material.normalTexcoord)).rgb * 2.0 - 1.0;
} else {
normal = fragNormal;
}
return normalize(normal);
}
vec3 lightDirection(Light light) {
if(light.type == 0 || light.type == 2) { // point and spot lights
return normalize(light.position - fragWorldPos);
} else if(light.type == 1) { // directional light
return normalize(-light.direction);
}
return vec3(0.0); // should never be reached.
}
vec3 lightAttenuate(Light light) {
float distance = length(light.position - fragWorldPos);
float attenuation = 1.0 / (distance * distance);
return light.color.rgb * attenuation;
}
vec3 lightRadiance(Light light, vec3 direction) {
if(light.type == 0) { // point light
return lightAttenuate(light);
} else if(light.type == 1) { // directional light
return light.color.rgb;
} else if(light.type == 2) { // spot light
float theta = dot(direction, normalize(-light.direction));
// Spot lights only shine light in a specific conical area.
// They have no effect outside of that area.
if(theta > light.cutOff) {
return lightAttenuate(light);
} else {
return vec3(0.0);
}
}
return vec3(0.0); // should never be reached.
}
void main(void) {
// The unit vector pointing from the fragment position to the viewer
// position.
vec3 viewDirection = normalize(cameraPosition - fragWorldPos);
float metallic = materialMetallic();
float roughness = materialRoughness();
vec3 normal = materialNormal();
// The "raw" albedo has an alpha channel which we need to preserve
// so that we can apply the desired alpha blending method at the
// end, but it is completely ignored for lighting calculations.
vec4 rawAlbedo = materialAlbedo();
vec3 albedo = rawAlbedo.rgb;
// The ambient occlusion factor affects the degree to which ambient
// lighting has an affect on the fragment. Each element of the
// vector is in the range [0, 1].
vec3 ao = materialOcclusion();
// The color that the fragment relects at zero incidence. In other
// words, the color reflected when looking directly at the fragment.
// A material that is fully metallic will fully express its albedo
// color. A material that isn't metallic at all will have a gray
// initial color. The grayscale value of 0.04 apparently achieves a
// good result so that's what we do. Any other metallic value is
// somewhere between both colors, as calculated by a linear
// interpolation.
vec3 baseColor = mix(vec3(0.04), albedo, metallic);
// Stores the sum of all lighting operations.
vec3 color = vec3(0.0);
// Apply direct lighting.
for(int i = 0; i < MAX_LIGHTS; ++i)
{
Light light = lights[i];
if(!light.enabled) {
continue;
}
// The unit vector pointing from the fragment position to the
// light position.
vec3 lightDirection = lightDirection(light);
vec3 radiance = lightRadiance(light, lightDirection);
// The half angle vector sits between the view direction and the
// light direction.
vec3 halfwayVector = normalize(viewDirection + lightDirection);
// Apply the normal distribution function.
float normalDistribution = distributionGGX(normal, halfwayVector, roughness);
// Apply the geometry function.
float geo = geometrySmith(normal, viewDirection, lightDirection, roughness);
// Compute the fresnel factor via Schlick's approximation to get
// the specular relection coeffecient. Since this is a microfacet
// lighting model, we need to use the dot product of the halfway
// vector and the view direction to get the cos(theta) value,
// according to:
// https://en.wikipedia.org/wiki/Schlick%27s_approximation
vec3 fresnelFactor = fresnelSchlick(posDot(halfwayVector, viewDirection), baseColor);
vec3 refractionRatio = (vec3(1.0) - fresnelFactor) * (1.0 - metallic);
vec3 specularNumerator = normalDistribution * geo * fresnelFactor;
// The dot product of the surface normal and the light direction
// gives a value in the range [0, 1]. 0 means the normal and light
// direction form a >= 90 degree angle and thus the light should
// have no effect. 1 means the light is directly hitting the
// surface and the lighting should be applied with full intensity.
float specularFactor = posDot(normal, lightDirection);
float specularDenominator = 4.0 * posDot(normal, viewDirection) * specularFactor;
vec3 specular = specularNumerator / max(specularDenominator, 0.001);
color += (refractionRatio * albedo / PI + specular) * radiance * specularFactor;
}
// The emissive texture says which fragments emit light. There's
// probably something more complicated to do here, but for now we
// just add it to the accumulator to get a decent result.
color += materialEmissive().rgb;
// Apply simple ambient lighting. The affect of the ambient light
// is dampened by the ambient occlusion factor.
//
// TODO: Use image based lighting.
color += ambientLightColor.rgb * albedo * ao;
// Apply Reinhard tone mapping to convert our high dynamic range
// color value to low dynamic range. All of the lighting
// calculations stacked on top of each other is likely to create
// color channel values that exceed the [0, 1] range of OpenGL's
// linear color space, i.e. high dynamic range. If we did nothing,
// the resulting color values would be clamped to that range and the
// final image would be mostly white and washed out.
color = color / (color + vec3(1.0));
// Apply gamma correction. The power of 2.2 is the rough average
// gamma value of most monitors. So, scaling the color by the
// inverse, the power of 1/2.2, the color that people see on the
// monitor is closer to what we intend to present with our original
// linear color value.
color = pow(color, vec3(1.0 / GAMMA));
// Add alpha channel back in and apply the appropriate blend mode.
// Yay, we're done!
vec4 finalColor = applyAlpha(vec4(color, rawAlbedo.a));
#ifdef GLSL330
fragColor = finalColor;
#else
gl_FragColor = finalColor;
#endif
}
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