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fgdata/Shaders/HDR/geometry-pbr-transparent.frag
Fernando García Liñán c4d19877cf HDR: Significant update
- New atmosphering rendering technique based on my own work.
- Attempt to fix some remaining transparency issues.
- Use a luminance histogram for auto exposure.
- Add support for clustered shading.
- Add WS 2.0 shaders.
- Add 3D cloud shaders.
- Add orthoscenery support.
2023-04-06 00:18:29 +02:00

107 lines
3 KiB
GLSL

#version 330 core
out vec4 fragColor;
in vec2 texCoord;
in mat3 TBN;
in vec3 ecPos;
uniform sampler2D base_color_tex;
uniform sampler2D normal_tex;
uniform sampler2D orm_tex;
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;
uniform mat4 osg_ProjectionMatrix;
uniform vec4 fg_Viewport;
uniform vec3 fg_SunDirection;
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 visibility,
vec3 n,
vec3 l,
vec3 v,
float NdotL,
float NdotV);
vec3 evaluateIBL(
vec3 baseColor,
float metallic,
float roughness,
vec3 f0,
float visibility,
vec3 nWorldSpace,
float NdotV,
vec3 reflected);
vec3 add_aerial_perspective(vec3 color, vec2 coord, float depth);
vec3 get_sun_radiance(vec3 p);
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);
vec3 orm = texture(orm_tex, texCoord).rgb;
float occlusion = orm.r;
float roughness = orm.g * roughness_factor;
float metallic = orm.b * metallic_factor;
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 pos_world = (osg_ViewMatrixInverse * vec4(ecPos, 1.0)).xyz;
vec3 sun_radiance = get_sun_radiance(pos_world);
float shadowFactor = getShadowing(ecPos, n, l, osg_ProjectionMatrix);
vec3 color = evaluateLight(baseColor.rgb,
metallic,
roughness,
f0,
sun_radiance,
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 = add_aerial_perspective(color, coord, length(ecPos));
fragColor = vec4(color, baseColor.a);
}