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fgdata/Shaders/HDR/geometry-transparent.frag
Fernando García Liñán 9f39644199 HDR: Optimize the G-Buffer and do not separate the occlusion texture
- The G-Buffer layout has been redesigned to be 96 bits per pixel. There are 24
unused bits that can be used for extra material parameters later (like
clearcoat).
- Add better debug views for the G-Buffer.
- Use octahedron normal encoding. This yields the same results as the previous
method but uses 16 bits less.
- Use rg11fb10f for the environment mapping cubemaps.
- Tweak the shadow mapping parameters and add a colored debug mode.
- Only render shadow maps for objects that inherit from model-default.eff or
model-pbr.eff instead of having a fallback Effect. Now transparent objects
should be ignored (if they are marked as such with model-transparent or
similar).
- Remove the separate occlusion texture. Now the PBR Effect expects a single
texture where R=occlusion, G=roughness and B=metallic.
2021-08-27 00:03:43 +02:00

90 lines
2.5 KiB
GLSL

#version 330 core
out vec4 fragColor;
in vec3 normalVS;
in vec2 texCoord;
in vec4 materialColor;
in vec3 ecPos;
uniform sampler2D color_tex;
uniform mat4 osg_ViewMatrixInverse;
uniform mat4 osg_ProjectionMatrix;
uniform vec4 fg_Viewport;
uniform vec3 fg_SunDirection;
const float DEFAULT_TRANSPARENT_METALNESS = 0.0;
const float DEFAULT_TRANSPARENT_ROUGHNESS = 0.1;
vec3 decodeSRGB(vec3 screenRGB);
float getShadowing(vec3 p, vec3 n, vec3 l, mat4 viewToClip);
vec3 getF0Reflectance(vec3 baseColor, float metallic);
vec3 evaluateLight(
vec3 baseColor,
float metallic,
float roughness,
vec3 f0,
vec3 intensity,
float occlusion,
vec3 n,
vec3 l,
vec3 v,
float NdotL,
float NdotV);
vec3 evaluateIBL(
vec3 baseColor,
float metallic,
float roughness,
vec3 f0,
float occlusion,
vec3 nWorldSpace,
float NdotV,
vec3 reflected);
vec3 addAerialPerspective(vec3 color, vec2 coord, float depth);
vec3 getSunIntensity();
void main()
{
vec4 baseColorTexel = texture(color_tex, texCoord);
vec3 baseColor = decodeSRGB(baseColorTexel.rgb) * materialColor.rgb;
float alpha = materialColor.a * baseColorTexel.a;
vec3 n = normalize(normalVS);
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, 0.0);
vec3 sunIlluminance = getSunIntensity() * clamp(NdotL, 0.0, 1.0);
float shadowFactor = getShadowing(ecPos, n, l, osg_ProjectionMatrix);
vec3 color = evaluateLight(baseColor,
DEFAULT_TRANSPARENT_METALNESS,
DEFAULT_TRANSPARENT_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,
DEFAULT_TRANSPARENT_METALNESS,
DEFAULT_TRANSPARENT_ROUGHNESS,
f0,
1.0,
worldNormal,
NdotV,
worldReflected);
vec2 coord = (gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw;
color = addAerialPerspective(color, coord, length(ecPos));
fragColor = vec4(color, alpha);
}