|
#version 330 |
|
|
|
uniform vec3 SHCoeffs[9]; |
|
uniform uint analytic; |
|
|
|
uniform uint hasNormalMap; |
|
uniform uint hasAlbedoMap; |
|
|
|
uniform sampler2D AlbedoMap; |
|
uniform sampler2D NormalMap; |
|
|
|
in VertexData { |
|
vec3 Position; |
|
vec3 ModelNormal; |
|
vec3 CameraNormal; |
|
vec2 Texcoord; |
|
vec3 Tangent; |
|
vec3 Bitangent; |
|
vec3 PRT1; |
|
vec3 PRT2; |
|
vec3 PRT3; |
|
} VertexIn; |
|
|
|
layout (location = 0) out vec4 FragColor; |
|
layout (location = 1) out vec4 FragPosition; |
|
layout (location = 2) out vec4 FragNormal; |
|
|
|
vec4 gammaCorrection(vec4 vec, float g) |
|
{ |
|
return vec4(pow(vec.x, 1.0/g), pow(vec.y, 1.0/g), pow(vec.z, 1.0/g), vec.w); |
|
} |
|
|
|
vec3 gammaCorrection(vec3 vec, float g) |
|
{ |
|
return vec3(pow(vec.x, 1.0/g), pow(vec.y, 1.0/g), pow(vec.z, 1.0/g)); |
|
} |
|
|
|
void evaluateH(vec3 n, out float H[9]) |
|
{ |
|
float c1 = 0.429043, c2 = 0.511664, |
|
c3 = 0.743125, c4 = 0.886227, c5 = 0.247708; |
|
|
|
H[0] = c4; |
|
H[1] = 2.0 * c2 * n[1]; |
|
H[2] = 2.0 * c2 * n[2]; |
|
H[3] = 2.0 * c2 * n[0]; |
|
H[4] = 2.0 * c1 * n[0] * n[1]; |
|
H[5] = 2.0 * c1 * n[1] * n[2]; |
|
H[6] = c3 * n[2] * n[2] - c5; |
|
H[7] = 2.0 * c1 * n[2] * n[0]; |
|
H[8] = c1 * (n[0] * n[0] - n[1] * n[1]); |
|
} |
|
|
|
vec3 evaluateLightingModel(vec3 normal) |
|
{ |
|
float H[9]; |
|
evaluateH(normal, H); |
|
vec3 res = vec3(0.0); |
|
for (int i = 0; i < 9; i++) { |
|
res += H[i] * SHCoeffs[i]; |
|
} |
|
return res; |
|
} |
|
|
|
|
|
vec3 evaluateLightingModelHybrid(vec3 nC, vec3 nH, mat3 prt) |
|
{ |
|
float HC[9], HH[9]; |
|
evaluateH(nC, HC); |
|
evaluateH(nH, HH); |
|
|
|
vec3 res = vec3(0.0); |
|
vec3 shadow = vec3(0.0); |
|
vec3 unshadow = vec3(0.0); |
|
for(int i = 0; i < 3; ++i){ |
|
for(int j = 0; j < 3; ++j){ |
|
int id = i*3+j; |
|
res += HH[id]* SHCoeffs[id]; |
|
shadow += prt[i][j] * SHCoeffs[id]; |
|
unshadow += HC[id] * SHCoeffs[id]; |
|
} |
|
} |
|
vec3 ratio = clamp(shadow/unshadow,0.0,1.0); |
|
res = ratio * res; |
|
|
|
return res; |
|
} |
|
|
|
vec3 evaluateLightingModelPRT(mat3 prt) |
|
{ |
|
vec3 res = vec3(0.0); |
|
for(int i = 0; i < 3; ++i){ |
|
for(int j = 0; j < 3; ++j){ |
|
res += prt[i][j] * SHCoeffs[i*3+j]; |
|
} |
|
} |
|
|
|
return res; |
|
} |
|
|
|
void main() |
|
{ |
|
vec2 uv = VertexIn.Texcoord; |
|
vec3 nM = normalize(VertexIn.ModelNormal); |
|
vec3 nC = normalize(VertexIn.CameraNormal); |
|
vec3 nml = nC; |
|
mat3 prt = mat3(VertexIn.PRT1, VertexIn.PRT2, VertexIn.PRT3); |
|
|
|
vec4 albedo, shading; |
|
if(hasAlbedoMap == uint(0)) |
|
albedo = vec4(1.0); |
|
else |
|
albedo = texture(AlbedoMap, uv); |
|
|
|
if(hasNormalMap == uint(0)) |
|
{ |
|
if(analytic == uint(0)) |
|
shading = vec4(evaluateLightingModelPRT(prt), 1.0f); |
|
else |
|
shading = vec4(evaluateLightingModel(nC), 1.0f); |
|
} |
|
else |
|
{ |
|
vec3 n_tan = normalize(texture(NormalMap, uv).rgb*2.0-vec3(1.0)); |
|
|
|
mat3 TBN = mat3(normalize(VertexIn.Tangent),normalize(VertexIn.Bitangent),nC); |
|
vec3 nH = normalize(TBN * n_tan); |
|
|
|
if(analytic == uint(0)) |
|
shading = vec4(evaluateLightingModelHybrid(nC,nH,prt),1.0f); |
|
else |
|
shading = vec4(evaluateLightingModel(nH), 1.0f); |
|
|
|
nml = nH; |
|
} |
|
|
|
shading = gammaCorrection(shading, 2.2); |
|
FragColor = clamp(albedo * shading, 0.0, 1.0); |
|
FragPosition = vec4(VertexIn.Position,1.0); |
|
FragNormal = vec4(0.5*(nM+vec3(1.0)),1.0); |
|
} |