746532f098
Moon textures have been adapted from the following webpage: https://svs.gsfc.nasa.gov/4720 NASA's Scientific Visualization Studio
75 lines
2.5 KiB
GLSL
75 lines
2.5 KiB
GLSL
#version 330 core
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uniform vec3 fg_SunDirection;
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// gtao.glsl
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float get_ambient_occlusion(vec2 uv, vec3 albedo);
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// shadowing.glsl
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float get_shadowing(vec3 P, vec3 N, vec3 L);
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float get_contact_shadow(vec3 P, vec3 L, mat4 projection_matrix);
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vec3 debug_shadow_color(vec3 color, vec3 P, vec3 N, vec3 L);
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// surface.glsl
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vec3 f0_from_pbr(vec3 base_color, float metallic);
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vec3 surface_eval_analytical(
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vec3 base_color, float metallic, float roughness, vec3 f0,
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vec3 light_intensity, float occlusion,
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vec3 N, vec3 L, vec3 V);
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// ibl.glsl
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vec3 get_reflected(vec3 N, vec3 V, mat4 view_matrix_inverse);
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vec3 eval_ibl(vec3 base_color, float metallic, float roughness, vec3 f0,
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float occlusion, vec3 ws_N, vec3 ws_refl, float NdotV);
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// aerial_perspective.glsl
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vec3 add_aerial_perspective(vec3 color, vec2 coord, float depth);
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// sun.glsl
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vec3 get_sun_radiance(vec3 p);
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// clustered.glsl
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vec3 eval_scene_lights(vec3 base_color, float metallic, float roughness, vec3 f0,
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vec3 P, vec3 N, vec3 V);
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// exposure.glsl
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vec3 apply_exposure(vec3 color);
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vec3 eval_lights(
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vec3 base_color, float metallic, float roughness, float occlusion,
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vec3 emissive, vec3 P, vec3 N, vec3 V, vec2 uv,
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mat4 view_matrix_inverse, mat4 projection_matrix)
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{
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vec3 f0 = f0_from_pbr(base_color, metallic);
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vec3 ws_P = (view_matrix_inverse * vec4(P, 1.0)).xyz;
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// Evaluate sunlight
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vec3 sun_radiance = get_sun_radiance(ws_P);
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float shadow_factor = get_shadowing(P, N, fg_SunDirection);
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if (shadow_factor > 0.0)
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shadow_factor *= get_contact_shadow(P, fg_SunDirection, projection_matrix);
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vec3 color = surface_eval_analytical(
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base_color, metallic, roughness, f0,
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sun_radiance, shadow_factor,
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N, fg_SunDirection, V);
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// Evaluate all scene lights
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color += eval_scene_lights(
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base_color, metallic, roughness, f0,
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P, N, V);
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// Evaluate image-based lights
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float ao = occlusion * get_ambient_occlusion(uv, base_color);
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vec3 ws_N = (view_matrix_inverse * vec4(N, 0.0)).xyz;
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vec3 ws_refl = get_reflected(N, V, view_matrix_inverse);
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float NdotV = max(dot(N, V), 1e-4);
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color += eval_ibl(
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base_color, metallic, roughness, f0,
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ao, ws_N, ws_refl, NdotV);
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// Add emissive contribution
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color += emissive;
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// Add aerial perspective
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color = add_aerial_perspective(color, uv, length(P));
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// Pre-expose
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color = apply_exposure(color);
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color = debug_shadow_color(color, P, N, fg_SunDirection);
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return color;
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}
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