#version 450 layout (location = 0) in vec3 inWorldPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; vec3 camPos; } ubo; layout (binding = 1) uniform UBOParams { vec4 lights[4]; float exposure; float gamma; } uboParams; layout(push_constant) uniform PushConsts { layout(offset = 12) float roughness; layout(offset = 16) float metallic; layout(offset = 20) float specular; layout(offset = 24) float r; layout(offset = 28) float g; layout(offset = 32) float b; } material; layout (binding = 2) uniform samplerCube samplerIrradiance; layout (binding = 3) uniform sampler2D samplerBRDFLUT; layout (binding = 4) uniform samplerCube prefilteredMap; layout (location = 0) out vec4 outColor; #define PI 3.1415926535897932384626433832795 #define ALBEDO vec3(material.r, material.g, material.b) // From http://filmicgames.com/archives/75 vec3 Uncharted2Tonemap(vec3 x) { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } // Normal Distribution function -------------------------------------- float D_GGX(float dotNH, float roughness) { float alpha = roughness * roughness; float alpha2 = alpha * alpha; float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0; return (alpha2)/(PI * denom*denom); } // Geometric Shadowing function -------------------------------------- float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) { float r = (roughness + 1.0); float k = (r*r) / 8.0; float GL = dotNL / (dotNL * (1.0 - k) + k); float GV = dotNV / (dotNV * (1.0 - k) + k); return GL * GV; } // Fresnel function ---------------------------------------------------- vec3 F_Schlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } vec3 F_SchlickR(float cosTheta, vec3 F0, float roughness) { return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); } vec3 prefilteredReflection(vec3 R, float roughness) { const float MAX_REFLECTION_LOD = 9.0; // todo: param/const float lod = roughness * MAX_REFLECTION_LOD; float lodf = floor(lod); float lodc = ceil(lod); vec3 a = textureLod(prefilteredMap, R, lodf).rgb; vec3 b = textureLod(prefilteredMap, R, lodc).rgb; return mix(a, b, lod - lodf); } vec3 specularContribution(vec3 L, vec3 V, vec3 N, vec3 F0, float metallic, float roughness) { // Precalculate vectors and dot products vec3 H = normalize (V + L); float dotNH = clamp(dot(N, H), 0.0, 1.0); float dotNV = clamp(dot(N, V), 0.0, 1.0); float dotNL = clamp(dot(N, L), 0.0, 1.0); // Light color fixed vec3 lightColor = vec3(1.0); vec3 color = vec3(0.0); if (dotNL > 0.0) { // D = Normal distribution (Distribution of the microfacets) float D = D_GGX(dotNH, roughness); // G = Geometric shadowing term (Microfacets shadowing) float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); // F = Fresnel factor (Reflectance depending on angle of incidence) vec3 F = F_Schlick(dotNV, F0); vec3 spec = D * F * G / (4.0 * dotNL * dotNV + 0.001); vec3 kD = (vec3(1.0) - F) * (1.0 - metallic); color += (kD * ALBEDO / PI + spec) * dotNL; } return color; } void main() { vec3 N = normalize(inNormal); vec3 V = normalize(ubo.camPos - inWorldPos); vec3 R = reflect(-V, N); float metallic = material.metallic; float roughness = material.roughness; vec3 F0 = vec3(0.04); F0 = mix(F0, ALBEDO, metallic); vec3 Lo = vec3(0.0); for(int i = 0; i < uboParams.lights[i].length(); i++) { vec3 L = normalize(uboParams.lights[i].xyz - inWorldPos); Lo += specularContribution(L, V, N, F0, metallic, roughness); } vec2 brdf = texture(samplerBRDFLUT, vec2(max(dot(N, V), 0.0), roughness)).rg; vec3 reflection = prefilteredReflection(R, roughness).rgb; vec3 irradiance = texture(samplerIrradiance, N).rgb; // Diffuse based on irradiance vec3 diffuse = irradiance * ALBEDO; vec3 F = F_SchlickR(max(dot(N, V), 0.0), F0, roughness); // Specular reflectance vec3 specular = reflection * (F * brdf.x + brdf.y); // Ambient part vec3 kD = 1.0 - F; kD *= 1.0 - metallic; vec3 ambient = (kD * diffuse + specular); vec3 color = ambient + Lo; // Tone mapping color = Uncharted2Tonemap(color * uboParams.exposure); color = color * (1.0f / Uncharted2Tonemap(vec3(11.2f))); // Gamma correction color = pow(color, vec3(1.0f / uboParams.gamma)); outColor = vec4(color, 1.0); }