FXAA + Fiddling

Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
This commit is contained in:
2021-07-21 11:58:18 +02:00
parent b50a22f4bf
commit 53e1385cfe
10 changed files with 95 additions and 32 deletions
+10 -8
View File
@@ -41,16 +41,16 @@ void main()
vec3 normal = gnormal.xyz;
vec3 albedo = galbedo.xyz;
vec3 spec = gspec.xyz;
float specFactor = gspec.w;
float metallicFactor = gspec.w;
float metallicFactor = gposition.w;
float roughnessFactor = galbedo.w;
float ao = gnormal.w;
vec3 V = normalize(cameraPos - position);
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallicFactor);
float reflectance = max(max(F0.x,F0.y),F0.z);
vec3 F0 = mix(vec3(0.04), albedo, metallicFactor);
vec3 F = fresnelSchlickRoughness(max(dot(normal, V), 0.0), F0, roughnessFactor);
vec3 Lo = vec3(0);
for(int i = 0; i < PushConstants.lightCount; ++i)
@@ -63,12 +63,12 @@ void main()
float attenuation = 1.0 / (distance * distance);
vec3 radiance = l.color.xyz * attenuation * l.intensity;
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
float NDF = DistributionGGX(normal, H, roughnessFactor);
float G = GeometrySmith(normal, V, L, roughnessFactor);
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, L), 0.0);
vec3 specular = numerator / max(denominator, 0.001);
vec3 kS = F;
@@ -83,11 +83,13 @@ void main()
vec3 color = ambient + Lo;
//color = color + spec * reflectance;
color = mix(color, spec, reflectance);
color += spec * specFactor;
// color = mix(color, spec, specFactor);
//color = color / (color + vec3(1.0));
// float reflectance = max(max(F.x, F.y), F.z);
// float reflectance = max(max(F0.x, F0.y), F0.z);
//outColor = vec4(color, 1.0);
outColor = vec4(color, 1.0);
// outColor = vec4(vec3(reflectance), 1.0);
}