Minor changes

Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
This commit is contained in:
2021-07-03 22:36:07 +02:00
parent b4e263e1c2
commit 2c4394231f
7 changed files with 232 additions and 328 deletions
+40
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@@ -0,0 +1,40 @@
#ifndef EV_GLSL_PBR_H
#define EV_GLSL_PBR_H
float DistributionGGX(vec3 N, vec3 H, float a)
{
float a2 = a*a;
float NdotH = max(dot(N,H),0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num/denom;
}
float GeometrySchlickGGX(float NdotV, float k)
{
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float k)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx1 = GeometrySchlickGGX(NdotV, k);
float ggx2 = GeometrySchlickGGX(NdotL, k);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
#endif
+7
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@@ -0,0 +1,7 @@
#ifndef EV_GLSL_MACROS_H
#define EV_GLSL_MACROS_H
#define __EV_CAT_IMPL(a,...) a##__VA_ARGS__
#define EV_CAT(a,...) __EV_CAT_IMPL(a, __VA_ARGS__)
#endif
+27 -53
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@@ -1,9 +1,10 @@
#version 450
#extension GL_EXT_nonuniform_qualifier : require
#include <shaders://_builtins/types.glsl>
#include <shaders://_builtins/constants.glsl>
#include <shaders://_builtins/srgb_ops.glsl>
#include "shaders://_builtins/types.glsl"
#include "shaders://_builtins/constants.glsl"
#include "shaders://_builtins/srgb_ops.glsl"
#include "shaders://_builtins/PBR.glsl"
struct Light {
vec3 color;
@@ -46,67 +47,41 @@ layout(location = 4) smooth in mat3 TBN;
layout(location = 0) out vec4 outColor;
float DistributionGGX(vec3 N, vec3 H, float a)
vec4 GetAlbedo(Material material, vec2 uv)
{
float a2 = a*a;
float NdotH = max(dot(N,H),0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num/denom;
vec4 albedo;
if(material.albedoTexture == 0) {
albedo = material.baseColor;
} else {
albedo = texture(texSampler[material.albedoTexture], uv);
}
return albedo;
}
float GeometrySchlickGGX(float NdotV, float k)
vec3 GetNormal(Material material, vec2 uv, mat3 TBN)
{
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
vec3 normal;
if(material.normalTexture == 0) {
normal = TBN[2].xyz;
} else {
vec3 sampled_normal = LinearToSRGB(texture(texSampler[material.normalTexture], uv)).rgb;
sampled_normal = 2.0 * sampled_normal - vec3(1.0);
normal = normalize(TBN * sampled_normal);
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float k)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx1 = GeometrySchlickGGX(NdotV, k);
float ggx2 = GeometrySchlickGGX(NdotL, k);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
return normal;
}
void main()
{
Material material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
vec3 albedo;
float alpha;
if(material.albedoTexture == 0) {
albedo = material.baseColor.xyz;
} else {
vec4 sampledColor = texture(texSampler[material.albedoTexture], uv);
if(sampledColor.a < 0.5) {
discard;
}
albedo = sampledColor.rgb;
alpha = sampledColor.a;
vec4 albedo4 = GetAlbedo(material, uv);
if(albedo4.a < 0.5) {
// discard;
}
vec3 albedo = albedo4.rgb;
vec3 out_normal;
if(material.normalTexture == 0) {
out_normal = TBN[2].xyz;
} else {
vec3 sampled_normal = LinearToSRGB(texture(texSampler[material.normalTexture], uv)).rgb;
sampled_normal = 2.0 * sampled_normal - vec3(1.0);
out_normal = normalize(TBN * sampled_normal);
}
vec3 N = GetNormal(material, uv, TBN);
float metallicFactor;
float roughnessFactor;
@@ -134,7 +109,6 @@ void main()
vec3 V = normalize(cameraPos - position);
vec3 L = normalize(pointLightPos - position);
vec3 H = normalize(V + L);
vec3 N = out_normal;
float distance = length(pointLightPos - position);
float attenuation = 1.0 / (distance * distance);
vec3 radiance = pointLightColor * attenuation * lightIntensity;
@@ -163,5 +137,5 @@ void main()
color += emissiveness;
color = color / (color + vec3(1.0));
outColor = vec4(color, alpha);
outColor = vec4(color, 1.0);
}
+5 -23
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@@ -3,17 +3,8 @@
"materials": [
{
"albedoTexture": "assets://textures/BoomBox_baseColor.tx",
"baseColor": [
1,
1,
1,
1
],
"emissiveFactor": [
1,
1,
1
],
"baseColor": [ 1, 1, 1, 1 ],
"emissiveFactor": [ 1, 1, 1 ],
"emissiveTexture": "assets://textures/BoomBox_emissive.tx",
"id": "BoomBox_Mat",
"metallicFactor": 1,
@@ -23,18 +14,9 @@
"roughnessFactor": 1
},
{
"baseColor": [
1,
1,
1,
1
],
"emissiveFactor": [
1,
1,
1
],
"id": "_Material_Dummy_1",
"baseColor": [ 1, 1, 1, 1 ],
"emissiveFactor": [ 1, 1, 1 ],
"id": "Boombox_Material_Dummy_1",
"metallicFactor": 1,
"pipeline": "DefaultPipeline",
"roughnessFactor": 1
+10 -55
View File
@@ -3,17 +3,8 @@
"materials": [
{
"albedoTexture": "assets://textures/CesiumMilkTruck.tx",
"baseColor": [
1,
1,
1,
1
],
"emissiveFactor": [
1,
1,
1
],
"baseColor": [ 1, 1, 1, 1 ],
"emissiveFactor": [ 1, 1, 1 ],
"id": "wheels",
"metallicFactor": 0,
"pipeline": "DefaultPipeline",
@@ -21,68 +12,32 @@
},
{
"albedoTexture": "assets://textures/CesiumMilkTruck.tx",
"baseColor": [
1,
1,
1,
1
],
"emissiveFactor": [
1,
1,
1
],
"baseColor": [ 1, 1, 1, 1 ],
"emissiveFactor": [ 1, 1, 1 ],
"id": "truck",
"metallicFactor": 0,
"pipeline": "DefaultPipeline",
"roughnessFactor": 1
},
{
"baseColor": [
0,
0.04050629958510399,
0.021240700036287308,
1
],
"emissiveFactor": [
1,
1,
1
],
"baseColor": [ 0, 0.04050629958510399, 0.021240700036287308, 1 ],
"emissiveFactor": [ 1, 1, 1 ],
"id": "glass",
"metallicFactor": 0,
"pipeline": "DefaultPipeline",
"roughnessFactor": 1
},
{
"baseColor": [
0.06400000303983688,
0.06400000303983688,
0.06400000303983688,
1
],
"emissiveFactor": [
1,
1,
1
],
"baseColor": [ 0.06400000303983688, 0.06400000303983688, 0.06400000303983688, 1 ],
"emissiveFactor": [ 1, 1, 1 ],
"id": "window_trim",
"metallicFactor": 0,
"pipeline": "DefaultPipeline",
"roughnessFactor": 1
},
{
"baseColor": [
1,
1,
1,
1
],
"emissiveFactor": [
1,
1,
1
],
"baseColor": [ 1, 1, 1, 1 ],
"emissiveFactor": [ 1, 1, 1 ],
"id": "Scene_Material_Dummy_4",
"metallicFactor": 1,
"pipeline": "DefaultPipeline",
+4 -22
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@@ -3,17 +3,8 @@
"materials": [
{
"albedoTexture": "assets://textures/Default_albedo.tx",
"baseColor": [
1,
1,
1,
1
],
"emissiveFactor": [
1,
1,
1
],
"baseColor": [ 1, 1, 1, 1 ],
"emissiveFactor": [ 1, 1, 1 ],
"emissiveTexture": "assets://textures/Default_emissive.tx",
"id": "Material_MR",
"metallicFactor": 1,
@@ -23,17 +14,8 @@
"roughnessFactor": 1
},
{
"baseColor": [
1,
1,
1,
1
],
"emissiveFactor": [
1,
1,
1
],
"baseColor": [ 1, 1, 1, 1 ],
"emissiveFactor": [ 1, 1, 1 ],
"id": "Scene_Material_Dummy_1",
"metallicFactor": 1,
"pipeline": "DefaultPipeline",
+138 -174
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