Urho3D/bin/CoreData/Shaders/GLSL/PBR.glsl
gleblebedev c76f0c7712
Mobile shaders fixes (#2709)
* Mobile shaders fixes

* Update

* Update

* Update

* Update

Co-authored-by: 1vanK <1vanK@users.noreply.github.com>
2020-12-07 18:43:48 +03:00

161 lines
6.5 KiB
GLSL

#include "BRDF.glsl"
#ifdef COMPILEPS
#line 100
vec3 GetSpecularDominantDir(vec3 normal, vec3 reflection, float roughness)
{
float smoothness = 1.0 - roughness;
float lerpFactor = smoothness * (sqrt(smoothness) + roughness);
return mix(normal, reflection, lerpFactor);
}
vec3 SphereLight(vec3 worldPos, vec3 lightVec, vec3 normal, vec3 toCamera, float roughness, vec3 specColor, vec3 diffColor, out float ndl)
{
float specEnergy = 1.0;
float radius = cLightRad / 100.0;
float rough2 = max(roughness, 0.08);
rough2 *= rough2;
float radius2 = radius * radius;
float distToLightSqrd = dot(lightVec,lightVec);
float invDistToLight = inversesqrt(distToLightSqrd);
float sinAlphaSqr = clamp(radius2 / distToLightSqrd, 0.0, 1.0);
float sinAlpha = sqrt(sinAlphaSqr);
ndl = dot(normal, (lightVec * invDistToLight));
if(ndl < sinAlpha)
{
ndl = max(ndl, -sinAlpha);
ndl = ((sinAlpha + ndl) * (sinAlpha + ndl)) / (4.0 * sinAlpha);
}
float sphereAngle = clamp(radius * invDistToLight, 0.0, 1.0);
specEnergy = rough2 / (rough2 + 0.5f * sphereAngle);
specEnergy *= specEnergy;
vec3 R = 2.0 * dot(toCamera, normal) * normal - toCamera;
R = GetSpecularDominantDir(normal, R, roughness);
// Find closest point on sphere to ray
vec3 closestPointOnRay = dot(lightVec, R) * R;
vec3 centerToRay = closestPointOnRay - lightVec;
float invDistToRay = inversesqrt(dot(centerToRay, centerToRay));
vec3 closestPointOnSphere = lightVec + centerToRay * clamp(radius * invDistToRay, 0.0, 1.0);
lightVec = closestPointOnSphere;
vec3 L = normalize(lightVec);
vec3 h = normalize(toCamera + L);
float hdn = clamp(dot(h, normal), 0.0, 1.0);
float hdv = dot(h, toCamera);
float ndv = clamp(dot(normal, toCamera),0.0, 1.0);
float hdl = clamp(dot(h, lightVec), 0.0, 1.0);
vec3 diffuseFactor = Diffuse(diffColor, roughness, ndv, ndl, hdv) * ndl;
vec3 fresnelTerm = Fresnel(specColor, hdv, hdl) ;
float distTerm = Distribution(hdn, roughness);
float visTerm = Visibility(ndl, ndv, roughness);
vec3 specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI;
return diffuseFactor + specularFactor;
}
vec3 TubeLight(vec3 worldPos, vec3 lightVec, vec3 normal, vec3 toCamera, float roughness, vec3 specColor, vec3 diffColor, out float ndl)
{
float radius = cLightRad / 100.0;
float len = cLightLength / 10.0;
vec3 pos = (cLightPosPS.xyz - worldPos);
vec3 reflectVec = reflect(-toCamera, normal);
vec3 L01 = cLightDirPS * len;
vec3 L0 = pos - 0.5 * L01;
vec3 L1 = pos + 0.5 * L01;
vec3 ld = L1 - L0;
float distL0 = length( L0 );
float distL1 = length( L1 );
float NoL0 = dot( L0, normal ) / ( 2.0 * distL0 );
float NoL1 = dot( L1, normal ) / ( 2.0 * distL1 );
ndl = ( 2.0 * clamp( NoL0 + NoL1, 0.0, 1.0 ) )
/ ( distL0 * distL1 + dot( L0, L1 ) + 2.0 );
float a = len * len;
float b = dot( reflectVec, L01 );
float t = clamp( dot( L0, b * reflectVec - L01 ) / (a - b*b), 0.0, 1.0 );
vec3 closestPoint = L0 + ld * clamp(t, 0.0, 1.0);
vec3 centreToRay = dot( closestPoint, reflectVec ) * reflectVec - closestPoint;
closestPoint = closestPoint + centreToRay * clamp(radius / length(centreToRay), 0.0, 1.0);
vec3 l = normalize(closestPoint);
vec3 h = normalize(toCamera + l);
ndl = clamp(dot(normal, lightVec), 0.0, 1.0);
float hdn = clamp(dot(h, normal), 0.0, 1.0);
float hdv = dot(h, toCamera);
float ndv = clamp(dot(normal, toCamera), 0.0, 1.0);
float hdl = clamp(dot(h, lightVec), 0.0, 1.0);
float distL = length(closestPoint);
float alpha = max(roughness, 0.08) * max(roughness, 0.08);
float alphaPrime = clamp(radius / (distL * 2.0) + alpha, 0.0, 1.0);
vec3 diffuseFactor = Diffuse(diffColor, roughness, ndv, ndl, hdv) * ndl;
vec3 fresnelTerm = Fresnel(specColor, hdv, hdl) ;
float distTerm = Distribution(hdn, roughness);
float visTerm = Visibility(ndl, ndv, roughness);
vec3 specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI;
return diffuseFactor + specularFactor;
}
//Return the PBR BRDF value
// lightDir = the vector to the light
// lightVev = normalised lightDir
// toCamera = vector to the camera
// normal = surface normal of the pixel
// roughness = roughness of the pixel
// diffColor = the rgb color of the pixel
// specColor = the rgb specular color of the pixel
vec3 GetBRDF(vec3 worldPos, vec3 lightDir, vec3 lightVec, vec3 toCamera, vec3 normal, float roughness, vec3 diffColor, vec3 specColor)
{
vec3 Hn = normalize(toCamera + lightDir);
float vdh = clamp(dot(toCamera, Hn), M_EPSILON, 1.0);
float ndh = clamp(dot(normal, Hn), M_EPSILON, 1.0);
float ndl = clamp(dot(normal, lightVec), M_EPSILON, 1.0);
float ldh = clamp(dot(lightVec, Hn), M_EPSILON, 1.0);
float ndv = abs(dot(normal, toCamera)) + 1e-5;
vec3 diffuseFactor = Diffuse(diffColor, roughness, ndv, ndl, vdh);
vec3 specularFactor = vec3(0.0, 0.0, 0.0);
#ifdef SPECULAR
if(cLightRad > 0.0)
{
if(cLightLength > 0.0)
{
specularFactor = TubeLight(worldPos, lightVec, normal, toCamera, roughness, specColor, diffColor, ndl);
specularFactor *= ndl;
}
else
{
specularFactor = SphereLight(worldPos, lightVec, normal, toCamera, roughness, specColor, diffColor, ndl);
specularFactor *= ndl;
}
}
else
{
vec3 fresnelTerm = Fresnel(specColor, vdh, ldh) ;
float distTerm = Distribution(ndh, roughness);
float visTerm = Visibility(ndl, ndv, roughness);
specularFactor = fresnelTerm * distTerm * visTerm / M_PI;
return diffuseFactor + specularFactor;
}
#endif
return diffuseFactor + specularFactor;
}
#endif