#shader vertex #version 460 core layout(location = 0) in vec3 VertexPosition; layout(location = 1) in vec2 UVPosition; layout(location = 2) in vec3 Normal; layout(location = 3) in vec3 Tangent; layout(location = 4) in vec3 Bitangent; out flat vec2 v_UVPosition; out vec3 v_Normal; out vec3 v_FragPos; out vec3 v_ViewPos; out mat3 v_TBN; out vec3 v_Tangent; out vec3 v_Bitangent; uniform mat4 u_Projection; uniform mat4 u_View; uniform mat4 u_Model; uniform mat3 u_NormalMatrix; void main() { mat3 normalMatrix = mat3(transpose(inverse(u_Model))); v_Normal = vec3(vec4(Normal, 1.0f)); vec3 N = normalize((u_Model * vec4(Normal, 0.0f)).xyz); vec3 T = normalize((u_Model * vec4(Tangent, 0.0f)).xyz); vec3 B = normalize((u_Model * vec4(Bitangent, 0.0f)).xyz); v_TBN = mat3(T, B, N); v_Tangent = T; v_Bitangent = B; v_UVPosition = UVPosition; gl_Position = u_Projection * u_View * u_Model * vec4(VertexPosition, 1.0f); v_FragPos = vec3(u_Model * vec4(VertexPosition, 1.0f)); v_ViewPos = VertexPosition; } #shader fragment #version 460 core out vec4 FragColor; in vec3 v_FragPos; in vec3 v_ViewPos; in vec2 v_UVPosition; in flat vec3 v_Normal; in mat3 v_TBN; in vec3 v_Tangent; in vec3 v_Bitangent; const float PI = 3.141592653589793f; struct Light { int Type; // 0 = directional, 1 = point vec3 Direction; vec3 Color; float Strength; vec3 Position; float ConstantAttenuation; float LinearAttenuation; float QuadraticAttenuation; mat4 LightTransform; sampler2D ShadowMaps[4]; float CascadeDepth[4]; mat4 LightTransforms[4]; sampler2D ShadowMap; sampler2D RSMFlux; sampler2D RSMNormal; sampler2D RSMPos; int Volumetric; }; // Debug uniform int u_ShowNormal; const int MaxLight = 24; uniform int LightCount = 0; uniform Light Lights[MaxLight]; // Lighting uniform vec3 u_AmbientColor; uniform vec4 u_LightColor; uniform vec3 u_LightDirection; uniform float u_Exposure; uniform float u_FogAmount; // Specular uniform samplerCube u_Skybox; uniform samplerCube u_IrradianceMap; uniform float u_Strength; uniform vec3 u_EyePosition; // IBL uniform samplerCube irradianceMap; uniform samplerCube prefilterMap; uniform sampler2D brdfLUT; // Material uniform sampler2D m_Albedo; uniform sampler2D m_Metalness; uniform sampler2D m_Roughness; uniform sampler2D m_AO; uniform sampler2D m_Normal; uniform sampler2D m_Displacement; layout(std140, binding = 32) uniform u_MaterialUniform { int u_HasAlbedo; vec3 m_AlbedoColor; // 16 byte int u_HasMetalness; // 32 byte float u_MetalnessValue; // 36 byte int u_HasRoughness; // 40 byte float u_RoughnessValue; // 44 byte int u_HasAO; // 48 byte float u_AOValue; // 52 byte int u_HasNormal; // 56 byte int u_HasDisplacement; // 60 byte }; float height_scale = 0.00f; vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) // nice never done this // its easy Af its basicalyy returns a uv coords . that u use everywhere { // number of depth layers const float minLayers = 8.0; const float maxLayers = 64.0; float numLayers = mix(maxLayers, minLayers, max(dot(vec3(0.0, 0.0, 1.0), viewDir), 0.0)); // calculate the size of each layer float layerDepth = 1.0 / numLayers; // depth of current layer float currentLayerDepth = 0.0; // the amount to shift the texture coordinates per layer (from vector P) vec2 P = viewDir.xy * height_scale; vec2 deltaTexCoords = P / numLayers; // get initial values vec2 currentTexCoords = texCoords; float currentDepthMapValue = texture(m_Displacement, currentTexCoords).r; while (currentLayerDepth < currentDepthMapValue) { // shift texture coordinates along direction of P currentTexCoords -= deltaTexCoords; // get depthmap value at current texture coordinates currentDepthMapValue = texture(m_Displacement, currentTexCoords).r; // get depth of next layer currentLayerDepth += layerDepth; } vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get depth after and before collision for linear interpolation float afterDepth = currentDepthMapValue - currentLayerDepth; float beforeDepth = texture(m_Displacement, prevTexCoords).r - currentLayerDepth + layerDepth; // interpolation of texture coordinates float weight = afterDepth / (afterDepth - beforeDepth); vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight); return finalTexCoords; //float height = 1.0f - texture(m_Displacement, texCoords).r; //vec2 p = viewDir.xy / viewDir.z * (height * height_scale); //return texCoords - p; } float DistributionGGX(vec3 N, vec3 H, float a) { 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 k) { float nom = NdotV; float denom = NdotV * (1.0 - k) + k; return nom / denom; } float GeometrySmith(vec3 N, vec3 V, vec3 L, float k) { float NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); float ggx1 = GeometrySchlickGGX(NdotV, k); float ggx2 = GeometrySchlickGGX(NdotL, k); return ggx1 * ggx2; } vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0); } vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) { return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0); } float ShadowCalculation(Light light, vec3 FragPos, vec3 normal) { // Get Depth vec3 startPosition = u_EyePosition; vec3 rayVector = FragPos - startPosition; float depth = length(rayVector); int shadowmap = -1; // Get CSM depth for (int i = 0; i < 4; i++) { float CSMDepth = light.CascadeDepth[i] ; if (depth < CSMDepth + 0.0001) { shadowmap = i; break; } } if (shadowmap == -1) return 1.0; vec4 fragPosLightSpace = light.LightTransforms[shadowmap] * vec4(FragPos, 1.0f); //sampler2D shadowmapFB = light.ShadowMaps[shadowmap]; // perform perspective divide vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w; // transform to [0,1] range projCoords = projCoords * 0.5 + 0.5; // get closest depth value from light's perspective (using [0,1] range fragPosLight as coords) float closestDepth = texture(light.ShadowMaps[shadowmap], projCoords.xy).r; // get depth of current fragment from light's perspective float currentDepth = projCoords.z; // check whether current frag pos is in shadow float bias = max(0.005 * (1.0 - dot(normal, light.Direction)), 0.0005); float shadow = 0.0; vec2 texelSize = 1.0 / textureSize(light.ShadowMaps[shadowmap], 0); for (int x = -1; x <= 1; ++x) { for (int y = -1; y <= 1; ++y) { float pcfDepth = texture(light.ShadowMaps[shadowmap], projCoords.xy + vec2(x, y) * texelSize).r; shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0; } } return shadow /= 9; } // Mie scaterring approximated with Henyey-Greenstein phase function. float ComputeScattering(float lightDotView) { float result = 1.0f - u_FogAmount * u_FogAmount; result /= (4.0f * PI * pow(1.0f + u_FogAmount * u_FogAmount - (2.0f * u_FogAmount) * lightDotView, 1.5f)); return result; } uniform float u_FogStepCount; vec3 ComputeVolumetric(vec3 FragPos, Light light) { // world space frag position. vec3 startPosition = u_EyePosition; // Camera Position vec3 rayVector = FragPos - startPosition; // Ray Direction float rayLength = length(rayVector); // Length of the raymarched float stepLength = rayLength / u_FogStepCount; // Step length vec3 rayDirection = rayVector / rayLength; vec3 step = rayDirection * stepLength; // Normalized to step length direction vec3 currentPosition = startPosition; // First step position vec3 accumFog = vec3(0.0f, 0.0f, 0.0f); // accumulative color // Raymarching for (int i = 0; i < u_FogStepCount; i++) { vec4 fragPosLightSpace = light.LightTransforms[0] * vec4(currentPosition, 1.0f); // perform perspective divide vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w; // transform to [0,1] range projCoords = projCoords * 0.5 + 0.5; float currentDepth = projCoords.z; // get closest depth value from light's perspective (using [0,1] range fragPosLight as coords) vec2 texelSize = 1.0 / textureSize(light.ShadowMaps[0], 0); float closestDepth = texture(light.ShadowMaps[0], projCoords.xy).r; if (closestDepth > currentDepth) accumFog += (ComputeScattering(dot(rayDirection, light.Direction)).xxx * light.Color); currentPosition += step; } accumFog /= u_FogStepCount; return accumFog; } void main() { // Parallax UV offset. vec3 tangentViewPos = v_TBN * u_EyePosition; vec3 tangentFragPos = v_TBN * v_FragPos; vec3 viewDir = normalize(tangentViewPos - tangentFragPos); vec2 texCoords = v_UVPosition;//ParallaxMapping(v_UVPosition, viewDir); vec2 finalTexCoords = texCoords; vec3 finalAlbedo = m_AlbedoColor; if(u_HasAlbedo == 1) finalAlbedo = texture(m_Albedo, finalTexCoords).rgb; float finalRoughness = u_RoughnessValue; if (u_HasRoughness == 1) finalRoughness = texture(m_Roughness, finalTexCoords).r; float finalMetalness = u_MetalnessValue; if (u_HasMetalness == 1) finalMetalness = texture(m_Metalness, finalTexCoords).r; float finalAO = u_AOValue; if (u_HasAO == 1) finalAO = texture(m_AO, finalTexCoords).r; vec3 finalNormal = vec3(0.5, 0.5, 1.0); if (u_HasNormal == 1) { finalNormal = texture(m_Normal, finalTexCoords).rgb; } finalNormal = finalNormal * 2.0 - 1.0; finalNormal = v_TBN * normalize(finalNormal); vec3 N = normalize(finalNormal); vec3 V = normalize(u_EyePosition - v_FragPos); vec3 R = reflect(-V, N); vec3 F0 = vec3(0.04); F0 = mix(F0, finalAlbedo, finalMetalness); vec3 eyeDirection = normalize(u_EyePosition - v_FragPos); vec3 Fog = vec3(0.0); float shadow = 0.0f; vec3 Lo = vec3(0.0); for (int i = 0; i < LightCount; i++) { vec3 L = normalize(Lights[i].Position - v_FragPos); float distance = length(Lights[i].Position - v_FragPos); float attenuation = 1.0 / (distance * distance); if (Lights[i].Type == 0) { L = normalize(Lights[i].Direction); attenuation = 1.0f; if (Lights[i].Volumetric == 1) Fog += ComputeVolumetric(v_FragPos, Lights[i]); shadow += ShadowCalculation(Lights[i], v_FragPos, N); } vec3 H = normalize(V + L); vec3 radiance = Lights[i].Color * attenuation * (1.0f - shadow); // Cook-Torrance BRDF float NDF = DistributionGGX(N, H, finalRoughness); float G = GeometrySmith(N, V, L, finalRoughness); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); vec3 nominator = NDF * G * F; float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero. vec3 specular = nominator / denominator; // kS is equal to Fresnel vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - finalMetalness; // scale light by NdotL float NdotL = max(dot(N, L), 0.0); Lo += (kD * finalAlbedo / PI + specular ) * radiance * NdotL;// note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again } /// ambient lighting (we now use IBL as the ambient term) vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, finalRoughness); vec3 kS = F; vec3 kD = 1.0 - kS; kD *= 1.0 - finalMetalness; vec3 irradiance = mix(texture(u_IrradianceMap, N).rgb, vec3(0.1f), 0.9f); vec3 diffuse = irradiance * finalAlbedo; // sample both the pre-filter map and the BRDF lut and combine them together as per the Split-Sum approximation to get the IBL specular part. const float MAX_REFLECTION_LOD = 4.0; vec3 prefilteredColor = textureLod(prefilterMap, R, finalRoughness * MAX_REFLECTION_LOD).rgb; vec2 brdf = texture(brdfLUT, vec2(max(dot(N, V), 0.0), finalRoughness)).rg; vec3 specular = prefilteredColor * (F * brdf.x + brdf.y); vec3 ambient = (kD * (diffuse + specular)) * finalAO; vec3 color = ambient + Lo; color += Fog; // HDR tonemapping color = color / (color + vec3(1.0)); const float gamma = 2.2; color = vec3(1.0) - exp(-color * u_Exposure); // gamma correct color = pow(color, vec3(1.0 / gamma)); //ComputeVolumetric color = mix(color, finalNormal, u_ShowNormal); FragColor = vec4(color, 1.0); // so If i wanted to implement other stuff like SSR and bloom. I would need another render texture? using this same shader? }