93 lines
2.5 KiB
GLSL
93 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_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,
|
|
float clearcoat,
|
|
float clearcoatRoughness,
|
|
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,
|
|
0.0,
|
|
DEFAULT_TRANSPARENT_ROUGHNESS,
|
|
0.0,
|
|
0.0,
|
|
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,
|
|
0.0,
|
|
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);
|
|
}
|