2021-08-18 23:22:26 +00:00
|
|
|
#version 330 core
|
|
|
|
|
|
|
|
out vec4 fragColor;
|
|
|
|
|
|
|
|
in vec2 texCoord;
|
|
|
|
in mat3 TBN;
|
|
|
|
in vec3 ecPos;
|
|
|
|
|
|
|
|
uniform sampler2D base_color_tex;
|
|
|
|
uniform sampler2D normal_tex;
|
2021-08-26 20:51:46 +00:00
|
|
|
uniform sampler2D orm_tex;
|
2021-08-18 23:22:26 +00:00
|
|
|
uniform sampler2D emissive_tex;
|
|
|
|
uniform vec4 base_color_factor;
|
|
|
|
uniform float metallic_factor;
|
|
|
|
uniform float roughness_factor;
|
|
|
|
uniform vec3 emissive_factor;
|
|
|
|
uniform float alpha_cutoff;
|
|
|
|
|
|
|
|
uniform mat4 osg_ViewMatrixInverse;
|
2021-08-24 21:31:03 +00:00
|
|
|
uniform mat4 osg_ProjectionMatrix;
|
2021-08-18 23:22:26 +00:00
|
|
|
uniform vec4 fg_Viewport;
|
|
|
|
uniform vec3 fg_SunDirection;
|
|
|
|
|
|
|
|
vec3 decodeSRGB(vec3 screenRGB);
|
2021-08-24 21:31:03 +00:00
|
|
|
float getShadowing(vec3 p, vec3 n, vec3 l, mat4 viewToClip);
|
2021-08-18 23:22:26 +00:00
|
|
|
vec3 getF0Reflectance(vec3 baseColor, float metallic);
|
|
|
|
vec3 evaluateLight(
|
|
|
|
vec3 baseColor,
|
|
|
|
float metallic,
|
|
|
|
float roughness,
|
|
|
|
vec3 f0,
|
|
|
|
vec3 intensity,
|
2021-09-01 02:21:01 +00:00
|
|
|
float visibility,
|
2021-08-18 23:22:26 +00:00
|
|
|
vec3 n,
|
|
|
|
vec3 l,
|
|
|
|
vec3 v,
|
|
|
|
float NdotL,
|
|
|
|
float NdotV);
|
|
|
|
vec3 evaluateIBL(
|
|
|
|
vec3 baseColor,
|
|
|
|
float metallic,
|
|
|
|
float roughness,
|
|
|
|
vec3 f0,
|
2021-09-01 02:21:01 +00:00
|
|
|
float visibility,
|
2021-08-18 23:22:26 +00:00
|
|
|
vec3 nWorldSpace,
|
|
|
|
float NdotV,
|
|
|
|
vec3 reflected);
|
|
|
|
vec3 addAerialPerspective(vec3 color, vec2 coord, float depth);
|
|
|
|
vec3 getSunIntensity();
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
vec4 baseColorTexel = texture(base_color_tex, texCoord);
|
|
|
|
vec4 baseColor = vec4(decodeSRGB(baseColorTexel.rgb), baseColorTexel.a)
|
|
|
|
* base_color_factor;
|
|
|
|
if (baseColor.a < alpha_cutoff)
|
|
|
|
discard;
|
|
|
|
|
|
|
|
vec3 n = texture(normal_tex, texCoord).rgb * 2.0 - 1.0;
|
|
|
|
n = normalize(TBN * n);
|
|
|
|
|
2021-08-26 20:51:46 +00:00
|
|
|
vec3 orm = texture(orm_tex, texCoord).rgb;
|
|
|
|
float occlusion = orm.r;
|
|
|
|
float roughness = orm.g * roughness_factor;
|
|
|
|
float metallic = orm.b * metallic_factor;
|
2021-08-18 23:22:26 +00:00
|
|
|
|
|
|
|
vec3 emissive = texture(emissive_tex, texCoord).rgb * emissive_factor;
|
|
|
|
|
|
|
|
vec3 v = normalize(-ecPos);
|
|
|
|
vec3 l = fg_SunDirection;
|
|
|
|
|
|
|
|
float NdotL = dot(n, l);
|
|
|
|
float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
|
|
|
|
|
|
|
|
vec3 f0 = getF0Reflectance(baseColor.rgb, metallic);
|
|
|
|
|
|
|
|
vec3 sunIlluminance = getSunIntensity() * clamp(NdotL, 0.0, 1.0);
|
2021-08-24 21:31:03 +00:00
|
|
|
float shadowFactor = getShadowing(ecPos, n, l, osg_ProjectionMatrix);
|
2021-08-18 23:22:26 +00:00
|
|
|
|
|
|
|
vec3 color = evaluateLight(baseColor.rgb,
|
|
|
|
metallic,
|
|
|
|
roughness,
|
|
|
|
f0,
|
|
|
|
sunIlluminance,
|
|
|
|
shadowFactor,
|
|
|
|
n, l, v,
|
|
|
|
NdotL, NdotV);
|
|
|
|
|
|
|
|
vec3 worldNormal = (osg_ViewMatrixInverse * vec4(n, 0.0)).xyz;
|
|
|
|
vec3 worldReflected = (osg_ViewMatrixInverse * vec4(reflect(-v, n), 0.0)).xyz;
|
|
|
|
|
|
|
|
color += evaluateIBL(baseColor.rgb,
|
|
|
|
metallic,
|
|
|
|
roughness,
|
|
|
|
f0,
|
|
|
|
occlusion,
|
|
|
|
worldNormal,
|
|
|
|
NdotV,
|
|
|
|
worldReflected);
|
|
|
|
|
|
|
|
vec2 coord = (gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw;
|
|
|
|
color = addAerialPerspective(color, coord, length(ecPos));
|
|
|
|
|
|
|
|
fragColor = vec4(color, baseColor.a);
|
|
|
|
}
|