183 lines
5.6 KiB
GLSL
183 lines
5.6 KiB
GLSL
#shader vertex
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#version 460 core
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layout(location = 0) in vec3 vertexPosition;
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out vec3 TexCoords;
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out vec3 LocalPos;
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uniform mat4 projection;
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uniform mat4 view;
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void main()
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{
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TexCoords = vertexPosition;
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LocalPos = vertexPosition;
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gl_Position = projection * mat4(mat3(view)) * vec4(vertexPosition, 1.0);
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}
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#shader fragment
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#version 460 core
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out vec4 FragColor;
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in vec3 TexCoords;
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in vec3 LocalPos;
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uniform int isProcedural;
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uniform int isHDR;
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uniform int convulate;
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uniform sampler2D equirectangularMap;
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uniform samplerCube skybox;
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uniform float roughness;
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uniform int prefilter;
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const float PI = 3.14159265359;
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const vec2 invAtan = vec2(0.1591, 0.3183);
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vec2 SampleSphericalMap(vec3 v)
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= invAtan;
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uv += 0.5;
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return uv;
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}
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / denom;
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}
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float RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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// ----------------------------------------------------------------------------
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i) / float(N), RadicalInverse_VdC(i));
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}
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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{
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float a = roughness * roughness;
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float phi = 2.0 * PI * Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
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// from spherical coordinates to cartesian coordinates
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vec3 H;
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H.x = cos(phi) * sinTheta;
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H.y = sin(phi) * sinTheta;
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H.z = cosTheta;
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// from tangent-space vector to world-space sample vector
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vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 tangent = normalize(cross(up, N));
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vec3 bitangent = cross(N, tangent);
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vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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return normalize(sampleVec);
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}
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void main()
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{
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if (prefilter == 1) {
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vec3 N = normalize(LocalPos);
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vec3 R = N;
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vec3 V = R;
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const uint SAMPLE_COUNT = 2048;
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float totalWeight = 0.0;
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vec3 prefilteredColor = vec3(0.0);
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for (uint i = 0u; i < SAMPLE_COUNT; ++i)
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{
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vec2 Xi = Hammersley(i, SAMPLE_COUNT);
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vec3 H = ImportanceSampleGGX(Xi, N, roughness);
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vec3 L = normalize(2.0 * dot(V, H) * H - V);
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float NdotL = max(dot(N, L), 0.0);
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if (NdotL > 0.0)
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{
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// sample from the environment's mip level based on roughness/pdf
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float D = DistributionGGX(N, H, roughness);
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float NdotH = max(dot(N, H), 0.0);
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float HdotV = max(dot(H, V), 0.0);
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float pdf = D * NdotH / (4.0 * HdotV) + 0.0001;
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float resolution = 1024.0; // resolution of source cubemap (per face)
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float saTexel = 4.0 * PI / (6.0 * resolution * resolution);
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float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001);
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float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
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prefilteredColor += textureLod(skybox, L, mipLevel).rgb * NdotL;
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totalWeight += NdotL;
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}
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}
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prefilteredColor = prefilteredColor / totalWeight;
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FragColor = vec4(prefilteredColor, 1.0);
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}
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else if (convulate == 1) {
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// The world vector acts as the normal of a tangent surface
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// from the origin, aligned to WorldPos. Given this normal, calculate all
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// incoming radiance of the environment. The result of this radiance
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// is the radiance of light coming from -Normal direction, which is what
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// we use in the PBR shader to sample irradiance.
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vec3 N = normalize(LocalPos);
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vec3 irradiance = vec3(0.0);
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// tangent space calculation from origin point
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vec3 up = vec3(0.0, 1.0, 0.0);
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vec3 right = cross(up, N);
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up = cross(N, right);
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float sampleDelta = 0.025;
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float nrSamples = 0.0;
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for (float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta)
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{
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for (float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta)
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{
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// spherical to cartesian (in tangent space)
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vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
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// tangent space to world
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vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N;
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irradiance += texture(skybox, sampleVec).rgb * cos(theta) * sin(theta);
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nrSamples++;
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}
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}
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irradiance = PI * irradiance * (1.0 / float(nrSamples));
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FragColor = vec4(irradiance, 1.0);
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}
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else {
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if (isHDR == 1) {
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vec2 uv = SampleSphericalMap(normalize(LocalPos)); // make sure to normalize localPos
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vec3 color = texture(equirectangularMap, uv).rgb;
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FragColor = vec4(color, 1.0);
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}
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else {
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vec4 sky = textureLod(skybox, LocalPos, 1.2); //texture(skybox, TexCoords);
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FragColor = sky;
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}
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}
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}
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