FModel/FModel/Resources/default.frag
2022-12-06 00:41:45 +01:00

222 lines
5.7 KiB
GLSL

#version 330 core
#define PI 3.1415926535897932384626433832795
#define MAX_UV_COUNT 8
#define MAX_LIGHT_COUNT 100
in vec3 fPos;
in vec3 fNormal;
in vec3 fTangent;
in vec2 fTexCoords;
in float fTexLayer;
in vec4 fColor;
struct Texture
{
sampler2D Sampler;
vec4 Color;
};
struct Boost
{
vec3 Color;
float Exponent;
};
struct AoParams
{
sampler2D Sampler;
float AmbientOcclusion;
Boost ColorBoost;
bool HasColorBoost;
};
struct Parameters
{
Texture Diffuse[MAX_UV_COUNT];
Texture Normals[MAX_UV_COUNT];
Texture SpecularMasks[MAX_UV_COUNT];
Texture Emissive[MAX_UV_COUNT];
AoParams Ao;
bool HasAo;
float Roughness;
float EmissiveMult;
float UVScale;
};
struct Light {
vec4 Color;
vec3 Position;
float Intensity;
vec2 Direction;
float ConeAngle;
float Attenuation;
float Linear;
float Quadratic;
int Type; // 0 Point, 1 Spot
};
uniform Parameters uParameters;
uniform Light uLights[MAX_LIGHT_COUNT];
uniform int uNumLights;
uniform int uNumTexCoords;
uniform vec3 uViewPos;
uniform vec3 uViewDir;
uniform bool bVertexColors[6];
out vec4 FragColor;
int LayerToIndex()
{
return clamp(int(fTexLayer), 0, uNumTexCoords - 1);
}
vec4 SamplerToVector(sampler2D s)
{
return texture(s, fTexCoords * uParameters.UVScale);
}
vec3 ComputeNormals(int layer)
{
vec3 normal = SamplerToVector(uParameters.Normals[layer].Sampler).rgb * 2.0 - 1.0;
vec3 t = normalize(fTangent);
vec3 n = normalize(fNormal);
vec3 b = -normalize(cross(n, t));
mat3 tbn = mat3(t, b, n);
return normalize(tbn * normal);
}
vec3 schlickFresnel(int layer, float vDotH)
{
vec3 f0 = vec3(0.04f);
return f0 + (1.0f - f0) * pow(clamp(1.0f - vDotH, 0.0f, 1.0f), 5);
}
float ggxDistribution(float roughness, float nDoth)
{
float alpha2 = roughness * roughness * roughness * roughness;
float d = nDoth * nDoth * (alpha2- 1.0f) + 1.0f;
return alpha2 / (PI * d * d);
}
float geomSmith(float roughness, float dp)
{
float k = (roughness + 1.0f) * (roughness + 1.0f) / 8.0f;
float denom = dp * (1.0f - k) + k;
return dp / denom;
}
vec3 CalcCameraLight(int layer, vec3 normals)
{
vec3 specular_masks = SamplerToVector(uParameters.SpecularMasks[layer].Sampler).rgb;
float roughness = max(0.0f, mix(specular_masks.r, specular_masks.b, uParameters.Roughness));
vec3 intensity = vec3(1.0f) * 1.0f;
vec3 l = -uViewDir;
vec3 n = normals;
vec3 v = normalize(uViewPos - fPos);
vec3 h = normalize(v + l);
float nDotH = max(dot(n, h), 0.0f);
float vDotH = max(dot(v, h), 0.0f);
float nDotL = max(dot(n, l), 0.0f);
float nDotV = max(dot(n, v), 0.0f);
vec3 f = schlickFresnel(layer, vDotH);
vec3 kS = f;
vec3 kD = 1.0 - kS;
kD *= max(0.0f, dot(v, reflect(-v, normals)) * specular_masks.g);
vec3 specBrdfNom = ggxDistribution(roughness, nDotH) * f * geomSmith(roughness, nDotL) * geomSmith(roughness, nDotV);
float specBrdfDenom = 4.0f * nDotV * nDotL + 0.0001f;
vec3 specBrdf = specBrdfNom / specBrdfDenom;
vec3 fLambert = SamplerToVector(uParameters.Diffuse[layer].Sampler).rgb * uParameters.Diffuse[layer].Color.rgb;
vec3 diffuseBrdf = kD * fLambert / PI;
return (diffuseBrdf + specBrdf) * intensity * nDotL;
}
void main()
{
if (bVertexColors[2])
{
FragColor = fColor;
}
else if (bVertexColors[3])
{
FragColor = vec4(fNormal, 1);
}
else if (bVertexColors[4])
{
FragColor = vec4(fTangent, 1);
}
else if (bVertexColors[5])
{
FragColor = vec4(fTexCoords, 0, 1);
}
else
{
int layer = LayerToIndex();
vec3 normals = ComputeNormals(layer);
vec4 diffuse = SamplerToVector(uParameters.Diffuse[layer].Sampler);
vec3 result = uParameters.Diffuse[layer].Color.rgb * diffuse.rgb;
if (uParameters.HasAo)
{
vec3 m = SamplerToVector(uParameters.Ao.Sampler).rgb;
if (uParameters.Ao.HasColorBoost)
{
vec3 color = uParameters.Ao.ColorBoost.Color * uParameters.Ao.ColorBoost.Exponent;
result = mix(result, result * color, m.b);
}
result = mix(result * m.r * uParameters.Ao.AmbientOcclusion, result, m.g);
}
vec4 emissive = SamplerToVector(uParameters.Emissive[layer].Sampler);
result += uParameters.Emissive[layer].Color.rgb * emissive.rgb * uParameters.EmissiveMult;
if (!bVertexColors[1])
{
result += CalcCameraLight(layer, normals);
vec3 lights = vec3(uNumLights > 0 ? 0 : 1);
for (int i = 0; i < uNumLights; i++)
{
float attenuation = 0.0;
float distanceToLight = length(uLights[i].Position - fPos);
if (uLights[i].Type == 0)
{
attenuation = 1.0 / (1.0 + uLights[i].Linear * distanceToLight + uLights[i].Quadratic * pow(distanceToLight, 2));
}
else if (uLights[i].Type == 1)
{
float theta = dot(normalize(uLights[i].Position - fPos), normalize(-vec3(uLights[i].Direction.x, -uLights[i].Attenuation, uLights[i].Direction.y)));
if(theta > uLights[i].ConeAngle)
{
attenuation = 1.0 / (1.0 + uLights[i].Attenuation * pow(distanceToLight, 2));
}
}
vec3 intensity = uLights[i].Color.rgb * uLights[i].Intensity;
lights += result * intensity * attenuation;
}
result *= lights; // use * to darken the scene, + to lighten it
}
result = result / (result + vec3(1.0f));
FragColor = vec4(pow(result, vec3(1.0f / 2.2f)), 1.0f);
}
}