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.
185 lines
5.5 KiB
GLSL
185 lines
5.5 KiB
GLSL
#version 330 core
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uniform sampler2D dfg_lut;
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uniform samplerCube prefiltered_envmap;
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const float PI = 3.14159265359;
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const float RECIPROCAL_PI = 0.31830988618;
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const float DIELECTRIC_SPECULAR = 0.04;
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const float MAX_PREFILTERED_LOD = 4.0;
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//------------------------------------------------------------------------------
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// BRDF utility functions
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/**
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* Fresnel term with included roughness to get a pleasant visual result.
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* See https://seblagarde.wordpress.com/2011/08/17/hello-world/
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*/
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vec3 F_SchlickRoughness(float NdotV, vec3 F0, float r)
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{
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return F0 + (max(vec3(1.0 - r), F0) - F0) * pow(max(1.0 - NdotV, 0.0), 5.0);
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}
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/**
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* Fresnel (specular F)
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* Schlick's approximation for the Cook-Torrance BRDF.
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*/
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vec3 F_Schlick(float VdotH, vec3 F0)
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{
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return F0 + (vec3(1.0) - F0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0);
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}
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float F_Schlick(float VdotH, float F0)
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{
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return F0 + (1.0 - F0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0);
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}
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/**
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* Normal distribution function (NDF) (specular D)
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* Trowbridge-Reitz/GGX microfacet distribution. Includes Disney's
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* reparametrization of a=roughness*roughness
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*/
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float D_GGX(float NdotH, float a2)
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{
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float f = (NdotH * a2 - NdotH) * NdotH + 1.0;
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return a2 / (PI * f * f);
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}
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/**
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* Geometric attenuation (specular G)
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* Smith-GGX formulation.
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*/
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float G_SmithGGX(float NdotV, float NdotL, float a2)
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{
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float attV = 2.0 * NdotV / (NdotV + sqrt(a2 + (1.0 - a2) * (NdotV * NdotV)));
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float attL = 2.0 * NdotL / (NdotL + sqrt(a2 + (1.0 - a2) * (NdotL * NdotL)));
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return attV * attL;
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}
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/**
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* Basic Lambertian diffuse BRDF
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*/
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vec3 Fd_Lambert(vec3 c_diff)
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{
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return c_diff * RECIPROCAL_PI;
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}
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/**
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* Get the fresnel reflectance at 0 degrees (light hitting the surface
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* perpendicularly).
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*/
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vec3 getF0Reflectance(vec3 baseColor, float metallic)
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{
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return mix(vec3(DIELECTRIC_SPECULAR), baseColor, metallic);
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}
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//------------------------------------------------------------------------------
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// IBL evaluation
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/**
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* Indirect diffuse irradiance
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* To get better results we should be precomputing the irradiance into a cubemap
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* or calculating spherical harmonics coefficients on the CPU.
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* Sampling the roughness=1 mipmap level of the prefiltered specular map
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* works too. :)
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*/
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vec3 evaluateDiffuseIrradianceIBL(vec3 n)
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{
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int roughnessOneLevel = int(MAX_PREFILTERED_LOD);
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ivec2 s = textureSize(prefiltered_envmap, roughnessOneLevel);
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float du = 1.0 / float(s.x);
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float dv = 1.0 / float(s.y);
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vec3 m0 = normalize(cross(n, vec3(0.0, 1.0, 0.0)));
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vec3 m1 = cross(m0, n);
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vec3 m0du = m0 * du;
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vec3 m1dv = m1 * dv;
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vec3 c;
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c = textureLod(prefiltered_envmap, n - m0du - m1dv, roughnessOneLevel).rgb;
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c += textureLod(prefiltered_envmap, n + m0du - m1dv, roughnessOneLevel).rgb;
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c += textureLod(prefiltered_envmap, n + m0du + m1dv, roughnessOneLevel).rgb;
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c += textureLod(prefiltered_envmap, n - m0du + m1dv, roughnessOneLevel).rgb;
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return c * 0.25;
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}
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/**
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* Indirect specular (ambient specular)
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* Sample from the prefiltered environment map.
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*/
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vec3 evaluateSpecularIBL(float NdotV, vec3 reflected, float roughness, vec3 f)
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{
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vec3 prefilteredColor = textureLod(prefiltered_envmap,
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reflected,
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roughness * MAX_PREFILTERED_LOD).rgb;
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vec2 envBRDF = texture(dfg_lut, vec2(NdotV, roughness)).rg;
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return prefilteredColor * (f * envBRDF.x + envBRDF.y);
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}
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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, // Use getF0Reflectance() to obtain this
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float visibility,
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vec3 nWorldSpace, // Normal in world space
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float NdotV, // Must be positive and non-zero
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vec3 reflected // Reflected vector in world space: reflect(-v, n)
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)
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{
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vec3 f = F_SchlickRoughness(NdotV, f0, roughness);
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vec3 specular = evaluateSpecularIBL(NdotV, reflected, roughness, f);
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vec3 diffuse = evaluateDiffuseIrradianceIBL(nWorldSpace) * baseColor
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* (vec3(1.0) - f) * (1.0 - metallic);
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return (diffuse + specular) * visibility;
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}
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//------------------------------------------------------------------------------
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// Analytical light source evaluation
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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, // Use getF0Reflectance() to obtain this
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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, // Must not be clamped to [0,1]
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float NdotV // Must be positive and non-zero
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)
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{
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// Skip fragments that are completely occluded or that are not facing the light
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if (visibility <= 0.0 || NdotL <= 0.0)
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return vec3(0.0);
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NdotL = clamp(NdotL, 0.001, 1.0);
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vec3 h = normalize(v + l);
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float NdotH = clamp(dot(n, h), 0.0, 1.0);
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float VdotH = clamp(dot(v, h), 0.0, 1.0);
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vec3 c_diff = mix(baseColor * (1.0 - DIELECTRIC_SPECULAR), vec3(0.0), metallic);
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// Avoid blown out lighting by capping the roughness to a non-zero value
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float a = max(roughness * roughness, 0.001);
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float a2 = a * a;
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vec3 F = F_Schlick(VdotH, f0);
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float D = D_GGX(NdotH, a2);
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float G = G_SmithGGX(NdotV, NdotL, a2);
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// Diffuse term: Lambertian diffuse model
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vec3 f_diffuse = (vec3(1.0) - F) * Fd_Lambert(c_diff);
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// Specular term: Cook-Torrance specular microfacet model
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vec3 f_specular = ((D * G) * F) / (4.0 * NdotV * NdotL);
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vec3 material = f_diffuse + f_specular;
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vec3 color = material * intensity * visibility * NdotL;
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return color;
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}
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