engine/shaders: add camera post-processing, split up
We now also use shaderc instead of glslandValidator, which has #include.ecs
parent
f5ae25214a
commit
1ce2889608
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@ -12,8 +12,9 @@ glsl_binary(
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name = "forward_frag",
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srcs = [
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"forward.frag",
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"forward_brdf.frag",
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#"forward_camera.frag",
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"forward_defs.frag",
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],
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visibility = ["//engine:__pkg__"],
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)
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@ -17,126 +17,38 @@
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// Abrasion. If not, see <https://www.gnu.org/licenses/>.
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//
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// vim: set ft=glsl:
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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// We implement a Lambertiand & Cook-Torrance BRDF-based lighting system.
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// All of this is based on a number of scientific papers, meta-studies and modern sources. We do
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// our best to cite as much as possible for future reference.
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// Most of the maths is used straight from [Kar13].
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//
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// A good summary of different research is available this blog post by Brian Karis, that attempts
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// to catalogue all existing BRDF-related functions:
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// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
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//
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/// Bibliography:
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//
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// [Bec63]
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// P. Beckmann & A. Spizzichino. 1963. "The Scattering of Electromagnetic Waves from Rough Surfaces"
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// MacMillan, New York
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//
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// [Smi67]
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// Bruce Smith. 1967. "Geometrical shadowing of a random rough surface."
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// IEEE transactions on antennas and propagation 15.5 (1967): 668-671.
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//
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// [CT82]
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// Robert L. Cook, Kenneth E. Torrance. 1982. "A Reflectance Model for Computer Graphics"
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// ACM Transactions on Graphics, 1(1), 7–24.
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// doi: 10.1145/357290.357293
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//
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// [Sch94]
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// Christophe Schlick. 1994. "An Inexpensive BRDF Model for Physically-based Rendering"
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// Computer Graphics Forum, 13(3), 233–246.
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// doi: 10.1111/1467-8659.1330233
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//
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// [Wa07]
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// Bruce Walter et al. 2007. "Microfacet Models for Refraction through Rough Surfaces."
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// Proceedings of the Eurographics Symposium on Rendering.
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//
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// [Bur12]
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// Brent Burley. 2012. "Physically-Based Shading at Disney"
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// URL: https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
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//
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// [Kar13]
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// Brian Karis. 2013. "Real Shading in Unreal Engine 4"
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// URL: https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
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//
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// [Hei14]
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// Eric Heitz. 2014. "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
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// Journal of Computer Graphics Techniques, 3 (2).
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//
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// [GA19]
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// Romain Guy, Mathias Agopian, "Physically Based Rendering in Filament"
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// URL: https://google.github.io/filament/Filament.html
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#include "forward_defs.frag"
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#include "forward_brdf.frag"
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struct OmniLight {
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vec4 pos;
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vec4 color;
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};
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/// Camera settings.
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// Aperture (in f-stops)
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const float CAMERA_APERTURE = 4.0; // f/8 and be there
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// Shutter speed (in seconds)
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const float CAMERA_SHUTTER = 1.0 / 60; // 180° shutter at 30FPS.
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// Film sensitivity ('ISO')
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const float CAMERA_SENSITIVITY = 3200.0;
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layout(binding = 0) uniform FragmentUniformBufferObject {
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vec4 cameraPos;
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OmniLight omniLights[4];
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} ubo;
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layout(binding = 1) uniform sampler2D texSamplerDiffuse;
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layout(binding = 2) uniform sampler2D texSamplerRoughness;
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// Exposure Value at ISO 100, per [Ray00] equation (12).
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const float CAMERA_EV_100 = log2((CAMERA_APERTURE * CAMERA_APERTURE)/CAMERA_SHUTTER);
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// Exposure value at CAMERA_SENSITIVITY
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const float CAMERA_EV = CAMERA_EV_100 - log2(CAMERA_SENSITIVITY / 100);
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const float CAMERA_EXPOSURE = 1.0 / (pow(2.0, CAMERA_EV) * 1.2);
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layout(location = 0) in vec2 fragTexCoord;
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layout(location = 1) in vec3 fragWorldPos;
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layout(location = 2) in vec3 fragNormal;
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const mat3 XYZ_TO_SRGB = mat3(
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3.2406, -0.9689, 0.0557,
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-1.5372, 1.8758, -0.2040,
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-0.4986, 0.0415, 1.0570
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);
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layout(location = 0) out vec4 outColor;
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const float PI = 3.14159;
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// [Sch94] Fresnel approximation, used for F in Cook-Torrance BRDF.
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vec3 FresnelSchlick(float HdotV, vec3 F0) {
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return F0 + (1.0 - F0) * pow(1.0 - HdotV, 5.0);
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}
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// Microfacet Normal Distribution Function, used for D in Cook-Torrance BRDF.
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float DistributionGGX(float NdotH, float roughness) {
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// 'Roughness remapping' as per [Bur12]
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float a = roughness * roughness;
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// NDF from [Kar13], that cites [Bur12], which in turn cites [Wa07].
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// However, I could not find the same equation form in [Bur12] or deduce it myself from [Wa07],
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// and ended up taking the direct, untraceable form from [Kar13], so take this with a grain of salt.
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float a2 = a * a;
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float NdotH2 = NdotH * NdotH;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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return (a * a) / (PI * denom * denom);
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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// Remapping of K for analytical (non-IBL) lighting per [Kar13].
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0;
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// [Sch94] approximation of [Smi67] equation for [Bec63].
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return (NdotV) / (NdotV * (1.0 - k) + k);
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}
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// Geometric shadowing function, used for G in Cook-Torrance BRDF.
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float GeometrySmith(float NdotV, float NdotL, float roughness) {
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// Smith geometric shadowing function.
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// [GA19] cites [Hei14] as demonstrating [Smi97] to be correct.
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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// Cook-Torrance [CT82] specular model.
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vec3 SpecularCookTorrance(float NdotH, float NdotV, float NdotL, vec3 F, float roughness) {
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float NDF = DistributionGGX(NdotH, roughness);
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float G = GeometrySmith(NdotV, NdotL, roughness);
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// F is taken in as a pre-computed argument for optimization purposes (it's reused for the
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// lambertian component of the lighting model).
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// Form from [Kar13], decuced from [CT82].
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vec3 specular = (NDF * G * F) / max((4.0 * NdotV * NdotL), 0.0001);
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return specular;
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float GammaCorrect(float v) {
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if (v <= 0.0031308) {
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return 12.92 * v;
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}
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return 1.055 * pow(v, (1.0/2.4)) - 0.055;
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}
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@ -162,52 +74,9 @@ void main() {
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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// Luminance of this fragment.
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// Luminance is defined as the sum (integral) of all ilncoming illuminance over the half-sphere
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// 'above' that point. As we currently only support analytic lighting (ie. omni lights), we
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// integrate by iterating over all luminance sources, that currently are point lights.
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vec3 Lo = vec3(0.0);
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for (int i = 0; i < 3; ++i) {
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vec3 lightPos = ubo.omniLights[i].pos.xyz;
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vec3 lightColor = ubo.omniLights[i].color.xyz;
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// Unit vector pointing at light from fragment.
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vec3 L = normalize(lightPos - fragWorldPos);
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// Half-vector between to-light and to-camera unit vectors.
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vec3 H = normalize(V + L);
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// Dot products re-used across further computation for this (fragment, light) pair.
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float HdotV = max(dot(H, V), 0.0);
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float NdotH = max(dot(N, H), 0.0);
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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// Translate luminous flux (lumen) into luminous intensity at this solid angle (candela).
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// This follows the derivation in [GA19] (58).
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float distance = length(lightPos - fragWorldPos);
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vec3 intensity = (lightColor / (4 * PI * (distance * distance)));
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// The Fresnel component from the Cook-Torrance specular BRDF is also used to calculate the
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// lambertian diffuse weight kD. We calculate it outside of the function.
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vec3 F = FresnelSchlick(HdotV, F0);
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// Cook-Torrance specular value.
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vec3 specular = SpecularCookTorrance(NdotH, NdotV, NdotL, F, roughness);
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// Lambertian diffuse component, influenced by fresnel and dielectric/metalness.
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vec3 kD = (vec3(1.0) - F) * dielectric;
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// Lambertian diffuse value.
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vec3 diffuse = albedo / PI;
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// Illuminance for this point from this light is a result of scaling the luminous
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// intensity of this light by the BRDL and by (N o L). This follows the definitions
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// of illuminance and luminous intensity.
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vec3 Li = (kD * diffuse + specular) * intensity * NdotL;
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// Integration of luminance from illuminance.
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Lo += Li;
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}
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vec3 Lo = BRDFIlluminance(N, V, F0, albedo, dielectric, roughness);
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vec3 ambient = vec3(0.00) * albedo;
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vec3 color = ambient + Lo;
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outColor = vec4(color, 1.0);
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vec3 color = XYZ_TO_SRGB * ((ambient + Lo) * CAMERA_EXPOSURE);
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outColor = vec4(GammaCorrect(color.x), GammaCorrect(color.y), GammaCorrect(color.z), 1.0);
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}
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@ -0,0 +1,166 @@
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// Copyright 2020 Sergiusz 'q3k' Bazanski <q3k@q3k.org>
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//
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// This file is part of Abrasion.
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//
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// Abrasion is free software: you can redistribute it and/or modify it under
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// the terms of the GNU General Public License as published by the Free
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// Software Foundation, version 3.
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//
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// Abrasion is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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// FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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// details.
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//
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// You should have received a copy of the GNU General Public License along with
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// Abrasion. If not, see <https://www.gnu.org/licenses/>.
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//
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// vim: set ft=glsl:
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// We implement a Lambertiand & Cook-Torrance BRDF-based lighting system.
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// All of this is based on a number of scientific papers, meta-studies and modern sources. We do
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// our best to cite as much as possible for future reference.
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// Most of the maths is used straight from [Kar13].
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//
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// A good summary of different research is available this blog post by Brian Karis, that attempts
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// to catalogue all existing BRDF-related functions:
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// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
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//
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/// Bibliography:
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//
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// [Bec63]
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// P. Beckmann & A. Spizzichino. 1963. "The Scattering of Electromagnetic Waves from Rough Surfaces"
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// MacMillan, New York
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//
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// [Smi67]
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// Bruce Smith. 1967. "Geometrical shadowing of a random rough surface."
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// IEEE transactions on antennas and propagation 15.5 (1967): 668-671.
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//
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// [CT82]
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// Robert L. Cook, Kenneth E. Torrance. 1982. "A Reflectance Model for Computer Graphics"
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// ACM Transactions on Graphics, 1(1), 7–24.
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// doi: 10.1145/357290.357293
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//
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// [Sch94]
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// Christophe Schlick. 1994. "An Inexpensive BRDF Model for Physically-based Rendering"
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// Computer Graphics Forum, 13(3), 233–246.
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||||
// doi: 10.1111/1467-8659.1330233
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||||
//
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||||
// [Wa07]
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// Bruce Walter et al. 2007. "Microfacet Models for Refraction through Rough Surfaces."
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||||
// Proceedings of the Eurographics Symposium on Rendering.
|
||||
//
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||||
// [Bur12]
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// Brent Burley. 2012. "Physically-Based Shading at Disney"
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// URL: https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
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//
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// [Kar13]
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// Brian Karis. 2013. "Real Shading in Unreal Engine 4"
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// URL: https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
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//
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// [Hei14]
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// Eric Heitz. 2014. "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
|
||||
// Journal of Computer Graphics Techniques, 3 (2).
|
||||
//
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// [GA19]
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// Romain Guy, Mathias Agopian, "Physically Based Rendering in Filament"
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// URL: https://google.github.io/filament/Filament.html
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#include "forward_defs.frag"
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// [Sch94] Fresnel approximation, used for F in Cook-Torrance BRDF.
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vec3 FresnelSchlick(float HdotV, vec3 F0) {
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return F0 + (1.0 - F0) * pow(1.0 - HdotV, 5.0);
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}
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// Microfacet Normal Distribution Function, used for D in Cook-Torrance BRDF.
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float DistributionGGX(float NdotH, float roughness) {
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// 'Roughness remapping' as per [Bur12]
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float a = roughness * roughness;
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// NDF from [Kar13], that cites [Bur12], which in turn cites [Wa07].
|
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// However, I could not find the same equation form in [Bur12] or deduce it myself from [Wa07],
|
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// and ended up taking the direct, untraceable form from [Kar13], so take this with a grain of salt.
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float a2 = a * a;
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float NdotH2 = NdotH * NdotH;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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return (a * a) / (PI * denom * denom);
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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// Remapping of K for analytical (non-IBL) lighting per [Kar13].
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0;
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// [Sch94] approximation of [Smi67] equation for [Bec63].
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return (NdotV) / (NdotV * (1.0 - k) + k);
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}
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// Geometric shadowing function, used for G in Cook-Torrance BRDF.
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float GeometrySmith(float NdotV, float NdotL, float roughness) {
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// Smith geometric shadowing function.
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// [GA19] cites [Hei14] as demonstrating [Smi97] to be correct.
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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// Cook-Torrance [CT82] specular model.
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vec3 SpecularCookTorrance(float NdotH, float NdotV, float NdotL, vec3 F, float roughness) {
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float NDF = DistributionGGX(NdotH, roughness);
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float G = GeometrySmith(NdotV, NdotL, roughness);
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// F is taken in as a pre-computed argument for optimization purposes (it's reused for the
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// lambertian component of the lighting model).
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// Form from [Kar13], decuced from [CT82].
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vec3 specular = (NDF * G * F) / max((4.0 * NdotV * NdotL), 0.0001);
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return specular;
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}
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vec3 BRDFIlluminance(vec3 N, vec3 V, vec3 F0, vec3 albedo, float dielectric, float roughness) {
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// Luminance of this fragment.
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// Luminance is defined as the sum (integral) of all ilncoming illuminance over the half-sphere
|
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// 'above' that point. As we currently only support analytic lighting (ie. omni lights), we
|
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// integrate by iterating over all luminance sources, that currently are point lights.
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vec3 Lo = vec3(0.0);
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for (int i = 0; i < 4; ++i) {
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vec3 lightPos = ubo.omniLights[i].pos.xyz;
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vec3 lightColor = ubo.omniLights[i].color.xyz;
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// Unit vector pointing at light from fragment.
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vec3 L = normalize(lightPos - fragWorldPos);
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// Half-vector between to-light and to-camera unit vectors.
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vec3 H = normalize(V + L);
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// Dot products re-used across further computation for this (fragment, light) pair.
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float HdotV = max(dot(H, V), 0.0);
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float NdotH = max(dot(N, H), 0.0);
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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// Translate luminous flux (lumen) into luminous intensity at this solid angle (candela).
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// This follows the derivation in [GA19] (58).
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float distance = length(lightPos - fragWorldPos);
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vec3 intensity = (lightColor / (4 * PI * (distance * distance)));
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// The Fresnel component from the Cook-Torrance specular BRDF is also used to calculate the
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// lambertian diffuse weight kD. We calculate it outside of the function.
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vec3 F = FresnelSchlick(HdotV, F0);
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// Cook-Torrance specular value.
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vec3 specular = SpecularCookTorrance(NdotH, NdotV, NdotL, F, roughness);
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// Lambertian diffuse component, influenced by fresnel and dielectric/metalness.
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vec3 kD = (vec3(1.0) - F) * dielectric;
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// Lambertian diffuse value.
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vec3 diffuse = albedo / PI;
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// Illuminance for this point from this light is a result of scaling the luminous
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// intensity of this light by the BRDL and by (N o L). This follows the definitions
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// of illuminance and luminous intensity.
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vec3 Li = (kD * diffuse + specular) * intensity * NdotL;
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// Integration of luminance from illuminance.
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Lo += Li;
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}
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return Lo;
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}
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@ -0,0 +1,44 @@
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// Forward rendering fragment shader.
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//
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// Copyright 2020 Sergiusz 'q3k' Bazanski <q3k@q3k.org>
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||||
//
|
||||
// This file is part of Abrasion.
|
||||
//
|
||||
// Abrasion is free software: you can redistribute it and/or modify it under
|
||||
// the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation, version 3.
|
||||
//
|
||||
// Abrasion is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
||||
// FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
|
||||
// details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// Abrasion. If not, see <https://www.gnu.org/licenses/>.
|
||||
//
|
||||
// vim: set ft=glsl:
|
||||
|
||||
#ifndef _FORWARD_DEFS_FRAG_
|
||||
#define _FORWARD_DEFS_FRAG_
|
||||
|
||||
const float PI = 3.14159;
|
||||
|
||||
struct OmniLight {
|
||||
vec4 pos;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform FragmentUniformBufferObject {
|
||||
vec4 cameraPos;
|
||||
OmniLight omniLights[4];
|
||||
} ubo;
|
||||
layout(binding = 1) uniform sampler2D texSamplerDiffuse;
|
||||
layout(binding = 2) uniform sampler2D texSamplerRoughness;
|
||||
|
||||
layout(location = 0) in vec2 fragTexCoord;
|
||||
layout(location = 1) in vec3 fragWorldPos;
|
||||
layout(location = 2) in vec3 fragNormal;
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
#endif
|
|
@ -43,7 +43,7 @@ impl Omni {
|
|||
pub fn test(position: cgm::Vector3<f32>) -> Self {
|
||||
Self {
|
||||
position,
|
||||
color: color::XYZ::new(234.7, 214.1, 207.9),
|
||||
color: color::XYZ::new(234.7*10.0, 214.1*10.0, 207.9*10.0),
|
||||
// TODO: use a better method
|
||||
id: time::SystemTime::now().duration_since(time::UNIX_EPOCH).unwrap().as_nanos() as u64,
|
||||
}
|
||||
|
|
|
@ -88,4 +88,5 @@ cc_binary(
|
|||
":libshaderc",
|
||||
":libshaderc_util",
|
||||
],
|
||||
visibility = ["//visibility:public"],
|
||||
)
|
||||
|
|
|
@ -3,7 +3,9 @@ def _glsl_binary(ctx):
|
|||
binary = ctx.outputs.binary
|
||||
compiler = ctx.executable._compiler
|
||||
|
||||
args = ["-V", "-o", binary.path] + [s.path for s in srcs]
|
||||
main = srcs[0].path
|
||||
|
||||
args = [main, "-o", binary.path]
|
||||
|
||||
ctx.actions.run(
|
||||
inputs=srcs,
|
||||
|
@ -21,7 +23,7 @@ glsl_binary = rule(
|
|||
allow_files=True,
|
||||
),
|
||||
"_compiler": attr.label(
|
||||
default=Label("@glslang//:glslangValidator"),
|
||||
default=Label("@shaderc//:glslc"),
|
||||
allow_single_file=True,
|
||||
executable=True,
|
||||
cfg="host",
|
||||
|
|
Loading…
Reference in New Issue