Initial standard shader flags;

- normalTexture = true
- indirectLighting = true (requires uniform setup!)
- occlusion = true (only affects indirect lighting)
- emissive = true
- tonemap = true
This commit is contained in:
bjorn 2019-08-06 14:39:14 -07:00
parent 54d58c79cd
commit fe939213be
1 changed files with 68 additions and 30 deletions

View File

@ -120,36 +120,47 @@ const char* lovrUnlitFragmentShader = ""
const char* lovrStandardVertexShader = ""
"out vec3 vViewPosition; \n"
"out vec3 vWorldPosition; \n"
"#ifdef FLAG_normalTexture \n"
"out mat3 vTangentMatrix; \n"
"#else \n"
"out vec3 vNormal; \n"
"#endif \n"
"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
" vViewPosition = vec3(transform * vertex); \n"
" vWorldPosition = vec3(lovrModel * vertex); \n"
"#ifdef FLAG_normalTexture \n"
" vec3 normal = normalize(mat3(lovrModel) * lovrNormal); // TODO non-uniform scale \n"
" vec3 tangent = normalize(mat3(lovrModel) * lovrTangent.xyz); \n"
" vec3 bitangent = cross(normal, tangent) * lovrTangent.w; \n"
" vTangentMatrix = mat3(tangent, bitangent, normal); \n"
"#else \n"
" vNormal = normalize(mat3(lovrModel) * lovrNormal); \n"
"#endif \n"
" return projection * transform * vertex; \n"
"}";
const char* lovrStandardFragmentShader = ""
"#define PI 3.14159265358979 \n"
"in vec3 vViewPosition; \n"
"in vec3 vWorldPosition; \n"
"#ifdef FLAG_normalTexture \n"
"in mat3 vTangentMatrix; \n"
"uniform sampler2D lovrBRDFLookup; \n"
"uniform samplerCube lovrSpecularIrradianceTexture; \n"
"uniform vec3 lovrIrradiance[9]; \n"
"#else \n"
"in vec3 vNormal; \n"
"#endif \n"
"uniform vec3 lovrLightDirection = vec3(-1., -1., -1.); \n"
"uniform samplerCube lovrSpecularIrradianceTexture; \n"
"uniform sampler2D lovrBRDFLookup; \n"
"uniform vec3 lovrIrradiance[9]; \n"
"uniform float lovrExposure = 1.; \n"
""
"float D_GGX(float NoH, float roughness) { \n"
" float alpha = roughness * roughness; \n"
" float alpha2 = alpha * alpha; \n"
" float denom = (NoH * NoH) * (alpha2 - 1.) + 1.; \n"
" return alpha2 / (PI * denom * denom); \n"
"} \n"
""
"float G_SmithGGXCorrelated(float NoV, float NoL, float roughness) { \n"
" float alpha = roughness * roughness; \n"
" float alpha2 = alpha * alpha; \n"
@ -157,11 +168,11 @@ const char* lovrStandardFragmentShader = ""
" float GGXL = NoV * sqrt(alpha2 + (1. - alpha2) * (NoL * NoL)); \n"
" return .5 / max(GGXV + GGXL, 1e-5); \n"
"} \n"
""
"vec3 F_Schlick(vec3 F0, float VoH) { \n"
" return F0 + (vec3(1.) - F0) * pow(1. - VoH, 5.); \n"
"} \n"
""
"vec3 E_SphericalHarmonics(vec3 sh[9], vec3 n) { \n"
" n = -n; // WHY \n"
" return max("
@ -176,7 +187,7 @@ const char* lovrStandardFragmentShader = ""
"sh[8] * (n.x * n.x - n.y * n.y)"
", 0.); \n"
"} \n"
""
"vec3 tonemap_ACES(vec3 color) { \n"
" float a = 2.51; \n"
" float b = 0.03; \n"
@ -185,43 +196,70 @@ const char* lovrStandardFragmentShader = ""
" float e = 0.14; \n"
" return (color * (a * color + b)) / (color * (c * color + d) + e); \n"
"} \n"
""
"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
" vec3 normal = vTangentMatrix * (texture(lovrNormalTexture, uv).rgb * 2. - 1.); \n"
" vec3 baseColor = texture(lovrDiffuseTexture, uv).rgb * lovrDiffuseColor.rgb; \n"
" vec3 emissive = texture(lovrEmissiveTexture, uv).rgb * lovrEmissiveColor.rgb; \n"
" float occlusion = texture(lovrOcclusionTexture, uv).r; \n"
" float metalness = texture(lovrMetalnessTexture, uv).b * lovrMetalness; \n"
" float roughness = max(texture(lovrRoughnessTexture, uv).g * lovrRoughness, .05); \n"
" vec3 F0 = mix(vec3(.04), baseColor, metalness); \n"
""
" vec3 N = normalize(normal); \n"
" vec3 color = vec3(0.); \n"
// Base color
" vec3 baseColor = lovrDiffuseColor.rgb; \n"
" baseColor *= texture(lovrDiffuseTexture, uv).rgb; \n"
// Metalness
" float metalness = lovrMetalness; \n"
" metalness *= texture(lovrMetalnessTexture, uv).b; \n"
// Roughness
" float roughness = lovrRoughness; \n"
" roughness *= texture(lovrRoughnessTexture, uv).g; \n"
" roughness = max(roughness, .05); \n"
// Parameters
"#ifdef FLAG_normalTexture \n"
" vec3 N = normalize(vTangentMatrix * (texture(lovrNormalTexture, uv).rgb * 2. - 1.)); \n"
"#else \n"
" vec3 N = normalize(vNormal); \n"
"#endif \n"
" vec3 V = normalize(-vViewPosition); \n"
" vec3 L = normalize(-lovrLightDirection); \n"
" vec3 H = normalize(V + L); \n"
" vec3 R = normalize(reflect(-V, N)); \n"
""
" float NoV = abs(dot(N, V)) + 1e-5; \n"
" float NoL = clamp(dot(N, L), 0., 1.); \n"
" float NoH = clamp(dot(N, H), 0., 1.); \n"
" float VoH = clamp(dot(V, H), 0., 1.); \n"
""
// Specular BRDF
" vec3 F0 = mix(vec3(.04), baseColor, metalness); \n"
" float D = D_GGX(NoH, roughness); \n"
" float G = G_SmithGGXCorrelated(NoV, NoL, roughness); \n"
" vec3 F = F_Schlick(F0, VoH); \n"
""
// Direct lighting
" vec3 specularDirect = vec3(D * G * F); \n"
" vec3 diffuseDirect = (vec3(1.) - F) * (1. - metalness) * baseColor; \n"
" vec3 direct = (diffuseDirect / PI + specularDirect) * NoL * occlusion; \n"
""
" color += (diffuseDirect / PI + specularDirect) * NoL; \n"
// Indirect lighting
"#ifdef FLAG_indirectLighting \n"
" vec2 lookup = texture(lovrBRDFLookup, vec2(NoV, roughness)).rg; \n"
" vec3 specularIndirect = (F0 * lookup.r + lookup.g) * textureLod(lovrSpecularIrradianceTexture, R, roughness * 1.).rgb; \n"
" vec3 diffuseIndirect = diffuseDirect * E_SphericalHarmonics(lovrIrradiance, N); \n"
" vec3 indirect = diffuseIndirect + specularIndirect; \n"
""
" vec3 color = direct + indirect + emissive; \n"
"#ifdef FLAG_occlusion \n" // Occlusion only affects indirect diffuse light
" diffuseIndirect *= texture(lovrOcclusionTexture, uv).r; \n"
"#endif \n"
" color += diffuseIndirect + specularIndirect; \n"
"#endif \n"
// Emissive
"#ifdef FLAG_emissive \n" // Currently emissive texture and color have to be used together
" color += texture(lovrEmissiveTexture, uv).rgb * lovrEmissiveColor.rgb; \n"
"#endif \n"
// Tonemapping
"#ifdef FLAG_tonemap \n"
" color = tonemap_ACES(color * lovrExposure); \n"
""
"#endif \n"
" return vec4(color, 1.); \n"
"}";