c4d19877cf
- 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.
107 lines
3 KiB
GLSL
107 lines
3 KiB
GLSL
#version 330 core
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out vec4 fragColor;
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in vec2 texCoord;
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in mat3 TBN;
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in vec3 ecPos;
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uniform sampler2D base_color_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D orm_tex;
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uniform sampler2D emissive_tex;
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uniform vec4 base_color_factor;
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uniform float metallic_factor;
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uniform float roughness_factor;
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uniform vec3 emissive_factor;
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uniform float alpha_cutoff;
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uniform mat4 osg_ViewMatrixInverse;
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uniform mat4 osg_ProjectionMatrix;
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uniform vec4 fg_Viewport;
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uniform vec3 fg_SunDirection;
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vec3 decodeSRGB(vec3 screenRGB);
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float getShadowing(vec3 p, vec3 n, vec3 l, mat4 viewToClip);
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vec3 getF0Reflectance(vec3 baseColor, float metallic);
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vec3 evaluateLight(
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vec3 baseColor,
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float metallic,
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float roughness,
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vec3 f0,
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vec3 intensity,
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float visibility,
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vec3 n,
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vec3 l,
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vec3 v,
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float NdotL,
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float NdotV);
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vec3 evaluateIBL(
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vec3 baseColor,
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float metallic,
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float roughness,
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vec3 f0,
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float visibility,
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vec3 nWorldSpace,
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float NdotV,
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vec3 reflected);
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vec3 add_aerial_perspective(vec3 color, vec2 coord, float depth);
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vec3 get_sun_radiance(vec3 p);
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void main()
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{
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vec4 baseColorTexel = texture(base_color_tex, texCoord);
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vec4 baseColor = vec4(decodeSRGB(baseColorTexel.rgb), baseColorTexel.a)
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* base_color_factor;
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if (baseColor.a < alpha_cutoff)
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discard;
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vec3 n = texture(normal_tex, texCoord).rgb * 2.0 - 1.0;
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n = normalize(TBN * n);
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vec3 orm = texture(orm_tex, texCoord).rgb;
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float occlusion = orm.r;
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float roughness = orm.g * roughness_factor;
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float metallic = orm.b * metallic_factor;
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vec3 emissive = texture(emissive_tex, texCoord).rgb * emissive_factor;
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vec3 v = normalize(-ecPos);
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vec3 l = fg_SunDirection;
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float NdotL = dot(n, l);
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float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
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vec3 f0 = getF0Reflectance(baseColor.rgb, metallic);
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vec3 pos_world = (osg_ViewMatrixInverse * vec4(ecPos, 1.0)).xyz;
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vec3 sun_radiance = get_sun_radiance(pos_world);
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float shadowFactor = getShadowing(ecPos, n, l, osg_ProjectionMatrix);
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vec3 color = evaluateLight(baseColor.rgb,
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metallic,
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roughness,
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f0,
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sun_radiance,
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shadowFactor,
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n, l, v,
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NdotL, NdotV);
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vec3 worldNormal = (osg_ViewMatrixInverse * vec4(n, 0.0)).xyz;
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vec3 worldReflected = (osg_ViewMatrixInverse * vec4(reflect(-v, n), 0.0)).xyz;
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color += evaluateIBL(baseColor.rgb,
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metallic,
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roughness,
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f0,
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occlusion,
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worldNormal,
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NdotV,
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worldReflected);
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vec2 coord = (gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw;
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color = add_aerial_perspective(color, coord, length(ecPos));
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fragColor = vec4(color, baseColor.a);
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}
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