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Apr 28th, 2019
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  1.  
  2. const float PI = 3.14159265359;
  3.  
  4. float DistributionGGX(vec3 N, vec3 H, float roughness)
  5. {
  6. float a = roughness * roughness;
  7. float a2 = a * a;
  8. float NdotH = max(dot(N, H), 0.0);
  9. float NdotH2 = NdotH*NdotH;
  10.  
  11. float nom = a2;
  12. float denom = (NdotH2 * (a2 - 1.0) + 1.0);
  13. denom = PI * denom * denom;
  14.  
  15. return nom / denom;
  16. }
  17.  
  18. float GeometrySchlickGGX(float NdotV, float roughness)
  19. {
  20. float r = (roughness + 1.0);
  21. float k = (r * r) / 8.0;
  22.  
  23. float nom = NdotV;
  24. float denom = NdotV * (1.0 - k) + k;
  25.  
  26. return nom / denom;
  27. }
  28.  
  29. float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
  30. {
  31. float NdotV = max(dot(N, V), 0.0);
  32. float NdotL = max(dot(N, L), 0.0);
  33. float ggx2 = GeometrySchlickGGX(NdotV, roughness);
  34. float ggx1 = GeometrySchlickGGX(NdotL, roughness);
  35. return ggx1 * ggx2;
  36. }
  37.  
  38. vec3 fresnelSchlick(float cosTheta, vec3 F0)
  39. {
  40. return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
  41. }
  42.  
  43. vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
  44. {
  45. return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
  46. }
  47.  
  48. float quadraticDistanceAttenuation(vec4 lightpos)
  49. {
  50. float strength = (1.0 + lightpos.w * lightpos.w * 0.25) * 0.5;
  51.  
  52. vec3 distVec = lightpos.xyz - pixelpos.xyz;
  53. float attenuation = strength / (1.0 + dot(distVec, distVec));
  54. if (attenuation <= 1.0 / 256.0) return 0.0;
  55.  
  56. return attenuation;
  57. }
  58.  
  59. float linearDistanceAttenuation(vec4 lightpos)
  60. {
  61. float lightdistance = distance(lightpos.xyz, pixelpos.xyz);
  62. return clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
  63. }
  64.  
  65. vec3 ProcessMaterialLight(Material material, vec3 ambientLight)
  66. {
  67. vec3 worldpos = pixelpos.xyz;
  68.  
  69. vec3 albedo = pow(material.Base.rgb, vec3(2.2)); // sRGB to linear
  70. ambientLight = pow(ambientLight, vec3(2.2));
  71.  
  72. float metallic = material.Metallic;
  73. float roughness = material.Roughness;
  74. float ao = material.AO;
  75.  
  76. vec3 N = material.Normal;
  77. vec3 V = normalize(uCameraPos.xyz - worldpos);
  78.  
  79. vec3 F0 = mix(vec3(0.04), albedo, metallic);
  80.  
  81. vec3 Lo = uDynLightColor.rgb;
  82.  
  83. if (uLightIndex >= 0)
  84. {
  85. ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
  86. if (lightRange.z > lightRange.x)
  87. {
  88. //
  89. // modulated lights
  90. //
  91. for(int i=lightRange.x; i<lightRange.y; i+=4)
  92. {
  93. vec4 lightpos = lights[i];
  94. vec4 lightcolor = lights[i+1];
  95. vec4 lightspot1 = lights[i+2];
  96. vec4 lightspot2 = lights[i+3];
  97.  
  98. vec3 L = normalize(lightpos.xyz - worldpos);
  99. vec3 H = normalize(V + L);
  100.  
  101. float attenuation = linearDistanceAttenuation(lightpos);
  102. if (lightspot1.w == 1.0)
  103. attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
  104. if (lightcolor.a < 0.0)
  105. attenuation *= clamp(dot(N, L), 0.0, 1.0); // Sign bit is the attenuated light flag
  106.  
  107. if (attenuation > 0.0)
  108. {
  109. attenuation *= shadowAttenuation(lightpos, lightcolor.a);
  110.  
  111. vec3 radiance = lightcolor.rgb * attenuation;
  112.  
  113. // cook-torrance brdf
  114. float NDF = DistributionGGX(N, H, roughness);
  115. float G = GeometrySmith(N, V, L, roughness);
  116. vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
  117.  
  118. vec3 kS = F;
  119. vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
  120.  
  121. vec3 nominator = NDF * G * F;
  122. float denominator = 4.0 * clamp(dot(N, V), 0.0, 1.0) * clamp(dot(N, L), 0.0, 1.0);
  123. vec3 specular = nominator / max(denominator, 0.001);
  124.  
  125. Lo += (kD * albedo / PI + specular) * radiance;
  126. }
  127. }
  128. //
  129. // subtractive lights
  130. //
  131. for(int i=lightRange.y; i<lightRange.z; i+=4)
  132. {
  133. vec4 lightpos = lights[i];
  134. vec4 lightcolor = lights[i+1];
  135. vec4 lightspot1 = lights[i+2];
  136. vec4 lightspot2 = lights[i+3];
  137.  
  138. vec3 L = normalize(lightpos.xyz - worldpos);
  139. vec3 H = normalize(V + L);
  140.  
  141. float attenuation = linearDistanceAttenuation(lightpos);
  142. if (lightspot1.w == 1.0)
  143. attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
  144. if (lightcolor.a < 0.0)
  145. attenuation *= clamp(dot(N, L), 0.0, 1.0); // Sign bit is the attenuated light flag
  146.  
  147. if (attenuation > 0.0)
  148. {
  149. attenuation *= shadowAttenuation(lightpos, lightcolor.a);
  150.  
  151. vec3 radiance = lightcolor.rgb * attenuation;
  152.  
  153. // cook-torrance brdf
  154. float NDF = DistributionGGX(N, H, roughness);
  155. float G = GeometrySmith(N, V, L, roughness);
  156. vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
  157.  
  158. vec3 kS = F;
  159. vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
  160.  
  161. vec3 nominator = NDF * G * F;
  162. float denominator = 4.0 * clamp(dot(N, V), 0.0, 1.0) * clamp(dot(N, L), 0.0, 1.0);
  163. vec3 specular = nominator / max(denominator, 0.001);
  164.  
  165. Lo -= (kD * albedo / PI + specular) * radiance;
  166. }
  167. }
  168. }
  169. }
  170.  
  171. // Pretend we sampled the sector light level from an irradiance map
  172.  
  173. vec3 F = fresnelSchlickRoughness(clamp(dot(N, V), 0.0, 1.0), F0, roughness);
  174.  
  175. vec3 kS = F;
  176. vec3 kD = 1.0 - kS;
  177.  
  178. vec3 irradiance = ambientLight; // texture(irradianceMap, N).rgb
  179. vec3 diffuse = irradiance * albedo;
  180.  
  181. //kD *= 1.0 - metallic;
  182. //const float MAX_REFLECTION_LOD = 4.0;
  183. //vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
  184. //vec2 envBRDF = texture(brdfLUT, vec2(clamp(dot(N, V), 0.0, 1.0), roughness)).rg;
  185. //vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
  186.  
  187. //vec3 ambient = (kD * diffuse + specular) * ao;
  188. vec3 ambient = (kD * diffuse) * ao;
  189.  
  190. vec3 color = max(ambient + Lo, vec3(0.0));
  191.  
  192. // Tonemap (reinhard) and apply sRGB gamma
  193. //color = color / (color + vec3(1.0));
  194. return pow(color, vec3(1.0 / 2.2));
  195. }
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