terravisor/shaders/quad_fragment.glsl

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#version 450 core
out vec4 frag_color;
in vec2 tex_coords;
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uniform sampler2D albedoGbuffer;
uniform sampler2D positionGbuffer;
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uniform sampler2D normalGbuffer;
layout(std140, binding = 0) uniform SceneUniforms
{
mat4 PV; //camera projection * view matrix
vec4 eye_w; //world-space eye position
};
vec3 calculateDisneySpecular(vec3 N, vec3 V, vec3 L, vec3 albedo) {
vec3 H = normalize(V + L);
// Fresnel - Schlick's Approximation
vec3 F0 = vec3(0.04f);
vec3 F = F0 + (1.0f - F0) * pow(1.0f - dot(H, V), 5.0f);
// Normal Distribution Function (GGX)
float roughness = 0.7f;
float alpha = roughness * roughness;
float alpha2 = alpha * alpha;
float NdotH = max(dot(N, H), 0.0f);
float D = alpha2 / (3.14159265359 * pow(NdotH * NdotH * (alpha2 - 1.0f) + 1.0f, 2.0f));
// Geometry Function (Smith's G)
float NdotV = max(dot(N, V), 0.0f);
float NdotL = max(dot(N, L), 0.0f);
float k = (roughness + 1.0f) * (roughness + 1.0f) / 8.0f;
float G1V = NdotV / (NdotV * (1.0f - k) + k);
float G1L = NdotL / (NdotL * (1.0f - k) + k);
float G = G1V * G1L;
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vec3 specular = (D * G * F) / (4.0f * NdotL * NdotV + 0.001f); // Adding a small bias to prevent division by zero
return specular;
}
void main()
{
vec4 albedo = texture(albedoGbuffer, tex_coords);
// albedo = vec4(vec3(0.18f), texture(albedoGbuffer, tex_coords).a);
vec4 position = texture(positionGbuffer, tex_coords);
vec4 normal = texture(normalGbuffer, tex_coords);
vec4 lightDirection = vec4(0.707f, 0.707f, 0.0f, 0.0f);
vec3 N = normalize(normal.xyz);
vec3 L = normalize(lightDirection.xyz);
vec3 V = normalize(eye_w.xyz);
float NdotL = max(dot(N, L), 0.0f);
vec4 skyColor = vec4(0.6f, 0.7f, 0.8f, 0.0f); // Light blue sky
vec4 groundColor = vec4(0.2f, 0.2f, 0.2f, 0.0f); // Dark gray ground
float factor = 0.5f * (N.y + 1.0f); // Blend factor based on normal's Y component
vec4 ambientLight = mix(groundColor, skyColor, factor);
// Disney Diffuse Fresnel
vec3 F0 = vec3(0.04f);
vec3 fresnel = F0 + (1.0f - F0) * (pow(1.0f - NdotL, 5.0f));
// Disney Diffuse Term
vec4 diffuse = vec4(vec3((albedo.rgb / 3.14159265359f) * NdotL * fresnel), albedo.a);
// Disney Specular Term
vec4 specular = vec4(calculateDisneySpecular(N, V, L, albedo.rgb), albedo.a);
// Light Intensity
vec4 lightColor = vec4(vec3(25.0f), 1.0f);
vec4 finalDiffuse = (diffuse + specular) * lightColor + (ambientLight * 0.1f);
vec4 hdr_color = finalDiffuse;
vec4 tone_mapped_color = hdr_color / (hdr_color + vec4(vec3(1.0f), 0.0f));
tone_mapped_color = pow(tone_mapped_color, vec4(vec3(1.0f/2.2f), 1.0f));
frag_color = tone_mapped_color;
}