199 lines
7.6 KiB
GLSL
199 lines
7.6 KiB
GLSL
// 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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struct OmniLight {
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vec4 pos;
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vec4 color;
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};
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layout(push_constant) uniform PushConstantObject {
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mat4 view;
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vec4 cameraPos;
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OmniLight omniLights[3];
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} pco;
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layout(binding = 0) uniform sampler2D texSamplerDiffuse;
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layout(binding = 1) uniform sampler2D texSamplerRoughness;
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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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layout(location = 0) out vec4 outColor;
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const float PI = 3.14159;
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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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/// 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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// [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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void main() {
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vec3 cameraPos = pco.cameraPos.xyz / pco.cameraPos.w;
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// Normal of this fragment.
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vec3 N = normalize(fragNormal);
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// Unit vector pointing at camera from this fragment.
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vec3 V = normalize(cameraPos - fragWorldPos);
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// Texture parameters for this fragment.
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vec3 albedo = texture(texSamplerDiffuse, fragTexCoord).xyz;
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float roughness = texture(texSamplerRoughness, fragTexCoord).x;
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float metallic = 0.0;
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float dielectric = 1.0 - metallic;
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// Absolute Specular Reflectance at normal incidence. Ie., the base reflectivity of a
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// material when looking straight at it.
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// Trick from https://learnopengl.com/PBR/Theory : encode the reflectivity in the albedo for
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// metallic materials (as they have no albedo). Otherwise, default to a typical reflectivity
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// for non-metallic (dielectric) materials (0.04).
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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 = pco.omniLights[i].pos.xyz;
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vec3 lightColor = pco.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 ambient = vec3(0.03) * albedo;
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vec3 color = ambient + Lo;
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outColor = vec4(color, 1.0);
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}
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