added environment map reflections

This commit is contained in:
j3oss
2021-07-20 13:32:15 +02:00
parent 6405830263
commit bbd9ad05f5
3 changed files with 45 additions and 22 deletions
+24 -14
View File
@@ -32,17 +32,26 @@ layout(location = 0) out vec4 outColor;
void main() void main()
{ {
vec3 position = texture(positionTexture, inUV).rgb; vec4 gposition = texture(positionTexture, inUV);
vec3 normal = texture(normalTexture, inUV).rgb; vec4 gnormal = texture(normalTexture, inUV);
vec3 albedo = texture(albedoTexture, inUV).rgb; vec4 galbedo = texture(albedoTexture, inUV);
vec4 gspec = texture(specularTexture, inUV);
vec3 spec = texture(specularTexture, inUV).rgb; vec3 position = gposition.xyz;
float metallicFactor = spec.b; vec3 normal = gnormal.xyz;
float roughnessFactor = spec.g; vec3 albedo = galbedo.xyz;
float ao = spec.r; vec3 spec = gspec.xyz;
float metallicFactor = gspec.w;
float roughnessFactor = galbedo.w;
float ao = gnormal.w;
vec3 V = normalize(cameraPos - position); 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 Lo = vec3(0); vec3 Lo = vec3(0);
for(int i = 0; i < PushConstants.lightCount; ++i) for(int i = 0; i < PushConstants.lightCount; ++i)
{ {
@@ -54,9 +63,6 @@ void main()
float attenuation = 1.0 / (distance * distance); float attenuation = 1.0 / (distance * distance);
vec3 radiance = l.color.xyz * attenuation * l.intensity; vec3 radiance = l.color.xyz * attenuation * l.intensity;
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallicFactor);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
float NDF = DistributionGGX(normal, H, roughnessFactor); float NDF = DistributionGGX(normal, H, roughnessFactor);
float G = GeometrySmith(normal, V, L, roughnessFactor); float G = GeometrySmith(normal, V, L, roughnessFactor);
@@ -70,14 +76,18 @@ void main()
kD *= 1.0 - metallicFactor; kD *= 1.0 - metallicFactor;
float NdotL = max(dot(normal, L), 0.0); float NdotL = max(dot(normal, L), 0.0);
Lo += (kD * albedo / PI + specular) * radiance * NdotL; Lo += clamp((kD * albedo / PI + specular) * radiance * NdotL, vec3(0), vec3(1));
} }
vec3 ambient = vec3(0.2) * albedo * ao; vec3 ambient = vec3(0.2) * albedo;
vec3 color = ambient + Lo; vec3 color = ambient + Lo;
// color += vec3();
color = color / (color + vec3(1.0));
//color = color + spec * reflectance;
color = mix(color, spec, reflectance);
//color = color / (color + vec3(1.0));
//outColor = vec4(color, 1.0);
outColor = vec4(color, 1.0); outColor = vec4(color, 1.0);
} }
+17 -7
View File
@@ -43,6 +43,8 @@ layout(set = 0, binding = 1) uniform LightBuffer {
layout(align = 16) Light lights[]; layout(align = 16) Light lights[];
} LightsBuffers; } LightsBuffers;
layout (set = 0, binding = 2) uniform samplerCube skybox;
layout(set = 2, binding = 3) buffer MaterialBuffer { layout(set = 2, binding = 3) buffer MaterialBuffer {
layout(align = 16) Material materials[]; layout(align = 16) Material materials[];
} MaterialBuffers; } MaterialBuffers;
@@ -52,11 +54,12 @@ layout(set = 2, binding = 4) uniform sampler2D texSampler[];
layout(location = 0) in vec2 uv; layout(location = 0) in vec2 uv;
layout(location = 1) smooth in mat3 TBN; layout(location = 1) smooth in mat3 TBN;
layout(location = 4) in vec4 outpos; layout(location = 4) in vec4 outpos;
layout(location = 5) in vec3 cameraPos;
layout (location = 0) out vec4 gPosition; layout (location = 0) out vec4 gPosition;
layout (location = 1) out vec3 gNormal; layout (location = 1) out vec4 gNormal;
layout (location = 2) out vec3 gAlbedo; layout (location = 2) out vec4 gAlbedo;
layout (location = 3) out vec3 gSpecular; layout (location = 3) out vec4 gSpecular;
float near = 0.001; float near = 0.001;
float far = 50.0; float far = 50.0;
@@ -95,12 +98,19 @@ void main() {
outSpecular.r = 1; outSpecular.r = 1;
} else { } else {
outSpecular = LinearToSRGB(texture(texSampler[material.metallicRoughnessTexture], uv)).xyz; outSpecular = LinearToSRGB(texture(texSampler[material.metallicRoughnessTexture], uv)).xyz;
gNormal.w = outSpecular.x;
gAlbedo.w = outSpecular.y;
gSpecular.w = outSpecular.z;
} }
float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration vec3 I = normalize(outpos.xyz - cameraPos);
vec3 R = reflect(I, normalize(outNormal));
//R = R * -1;
outSpecular = texture(skybox, R).rgb;
gPosition = outpos; gPosition = outpos;
gNormal = outNormal; gNormal.xyz = outNormal;
gAlbedo = outColor; gAlbedo.xyz = outColor;
gSpecular = outSpecular; gSpecular.xyz = outSpecular;
} }
+3
View File
@@ -64,6 +64,7 @@ layout(location = 0) out vec2 uv;
layout(location = 1) smooth out mat3 TBN; layout(location = 1) smooth out mat3 TBN;
layout(location = 4) out vec4 outpos; layout(location = 4) out vec4 outpos;
layout(location = 5) out vec3 cameraPos;
void main() void main()
{ {
@@ -83,4 +84,6 @@ void main()
gl_Position = Camera.projection * Camera.view * PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0); gl_Position = Camera.projection * Camera.view * PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0);
outpos = PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0); outpos = PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0);
cameraPos = inverse(Camera.view)[3].xyz;
} }