FModel/FModel/Resources/default.frag
2024-05-18 21:09:11 +02:00

295 lines
7.8 KiB
GLSL

#version 460 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;
flat in int 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;
vec4 EmissiveRegion;
float RoughnessMin;
float RoughnessMax;
float EmissiveMult;
};
struct BaseLight
{
vec4 Color;
vec3 Position;
float Intensity;
};
//struct PointLight
//{
// BaseLight Light;
//
// float Linear;
// float Quadratic;
//};
//
//struct SpotLight
//{
// BaseLight Light;
//
// float InnerConeAngle;
// float OuterConeAngle;
// float Attenuation;
//};
struct Light {
BaseLight Base;
float InnerConeAngle;
float OuterConeAngle;
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 uUvCount;
uniform float uOpacity;
uniform bool uHasVertexColors;
uniform vec3 uSectionColor;
uniform bool bVertexColors[6];
uniform vec3 uViewPos;
out vec4 FragColor;
int LayerToIndex()
{
return clamp(fTexLayer, 0, uUvCount - 1);
}
vec4 SamplerToVector(sampler2D s, vec2 coords)
{
return texture(s, coords);
}
vec4 SamplerToVector(sampler2D s)
{
return SamplerToVector(s, fTexCoords);
}
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(vec3 fLambert, float metallic, float hDotv)
{
vec3 f0 = vec3(0.04);
f0 = mix(f0, fLambert, metallic);
return f0 + (1.0 - f0) * pow(clamp(1.0 - hDotv, 0.0, 1.0), 5);
}
float ggxDistribution(float roughness, float nDoth)
{
float alpha2 = roughness * roughness * roughness * roughness;
float d = nDoth * nDoth * (alpha2- 1.0) + 1.0;
return alpha2 / (PI * d * d);
}
float geomSmith(float roughness, float dp)
{
float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
float denom = dp * (1.0 - k) + k;
return dp / denom;
}
vec3 CalcLight(int layer, vec3 normals, vec3 position, vec3 color, float attenuation, bool global)
{
vec3 fLambert = SamplerToVector(uParameters.Diffuse[layer].Sampler).rgb * uParameters.Diffuse[layer].Color.rgb;
vec3 specular_masks = SamplerToVector(uParameters.SpecularMasks[layer].Sampler).rgb;
float cavity = specular_masks.g;
if (uParameters.HasAo)
{
cavity = SamplerToVector(uParameters.Ao.Sampler).g;
}
float roughness = mix(uParameters.RoughnessMin, uParameters.RoughnessMax, specular_masks.b);
vec3 l = normalize(uViewPos - fPos);
vec3 n = normals;
vec3 v = normalize(position - fPos);
vec3 h = normalize(v + l);
float nDotH = max(dot(n, h), 0.0);
float hDotv = max(dot(h, v), 0.0);
float nDotL = max(dot(n, l), 0.0);
float nDotV = max(dot(n, v), 0.0);
vec3 f = schlickFresnel(fLambert, specular_masks.g, hDotv);
vec3 kS = f;
vec3 kD = 1.0 - kS;
kD *= 1.0 - cavity;
vec3 specBrdfNom = ggxDistribution(roughness, nDotH) * geomSmith(roughness, nDotL) * geomSmith(roughness, nDotV) * f;
float specBrdfDenom = 4.0 * nDotV * nDotL + 0.0001;
vec3 specBrdf = specBrdfNom / specBrdfDenom;
vec3 diffuseBrdf = fLambert;
if (!global) diffuseBrdf = kD * fLambert / PI;
return (diffuseBrdf + specBrdf) * color * attenuation * nDotL;
}
vec3 CalcBaseLight(int layer, vec3 normals, BaseLight base, float attenuation, bool global)
{
return CalcLight(layer, normals, base.Position, base.Color.rgb * base.Intensity, attenuation, global);
}
vec3 CalcPointLight(int layer, vec3 normals, Light light)
{
float distanceToLight = length(light.Base.Position - fPos);
float attenuation = 1.0 / (1.0 + light.Linear * distanceToLight + light.Quadratic * pow(distanceToLight, 2));
return CalcBaseLight(layer, normals, light.Base, attenuation, true);
}
vec3 CalcSpotLight(int layer, vec3 normals, Light light)
{
vec3 v = normalize(light.Base.Position - fPos);
float inner = cos(radians(light.InnerConeAngle));
float outer = cos(radians(light.OuterConeAngle));
float distanceToLight = length(light.Base.Position - fPos);
float theta = dot(v, normalize(-vec3(0, -1, 0)));
float epsilon = inner - outer;
float attenuation = 1.0 / (1.0 + light.Attenuation * pow(distanceToLight, 2));
light.Base.Intensity *= smoothstep(0.0, 1.0, (theta - outer) / epsilon);
if(theta > outer)
{
return CalcBaseLight(layer, normals, light.Base, attenuation, true);
}
else
{
return vec3(0.0);
}
}
void main()
{
int layer = LayerToIndex();
vec3 normals = ComputeNormals(layer);
vec3 lightDir = normalize(uViewPos - fPos);
float diffuseFactor = max(dot(normals, lightDir), 0.4);
if (bVertexColors[1])
{
FragColor = vec4(diffuseFactor * uSectionColor, uOpacity);
}
else if (bVertexColors[2] && uHasVertexColors)
{
FragColor = vec4(diffuseFactor * fColor.rgb, fColor.a);
}
else if (bVertexColors[3])
{
FragColor = vec4(normals, uOpacity);
}
else if (bVertexColors[4])
{
vec4 diffuse = SamplerToVector(uParameters.Diffuse[0].Sampler);
FragColor = vec4(diffuseFactor * diffuse.rgb, diffuse.a);
}
else
{
vec4 diffuse = SamplerToVector(uParameters.Diffuse[layer].Sampler);
vec3 result = diffuseFactor * diffuse.rgb * uParameters.Diffuse[layer].Color.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 *= m.r;
}
vec2 coords = fTexCoords;
if (coords.x > uParameters.EmissiveRegion.x &&
coords.y > uParameters.EmissiveRegion.y &&
coords.x < uParameters.EmissiveRegion.z &&
coords.y < uParameters.EmissiveRegion.w)
{
coords.x -= uParameters.EmissiveRegion.x;
coords.y -= uParameters.EmissiveRegion.y;
coords.x *= 1.0 / (uParameters.EmissiveRegion.z - uParameters.EmissiveRegion.x);
coords.y *= 1.0 / (uParameters.EmissiveRegion.w - uParameters.EmissiveRegion.y);
vec4 emissive = SamplerToVector(uParameters.Emissive[layer].Sampler, coords);
result += uParameters.Emissive[layer].Color.rgb * emissive.rgb * uParameters.EmissiveMult;
}
{
result += CalcLight(layer, normals, uViewPos, vec3(1.0), 1.0, false);
vec3 lights = vec3(uNumLights > 0 ? 0 : 1);
for (int i = 0; i < uNumLights; i++)
{
if (uLights[i].Type == 0)
{
lights += CalcPointLight(layer, normals, uLights[i]);
}
else if (uLights[i].Type == 1)
{
lights += CalcSpotLight(layer, normals, uLights[i]);
}
}
result *= lights; // use * to darken the scene, + to lighten it
}
result = result / (result + vec3(1.0));
FragColor = vec4(pow(result, vec3(1.0 / 2.2)), uOpacity);
}
}