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Reviewed shaders formating to follow raylib coding conventions
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@ -54,23 +54,22 @@ uniform vec3 viewPos;
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uniform vec3 ambientColor;
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uniform float ambient;
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// refl in range 0 to 1
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// returns base reflectivity to 1
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// incrase reflectivity when surface view at larger angle
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vec3 schlickFresnel(float hDotV,vec3 refl)
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// Reflectivity in range 0.0 to 1.0
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// NOTE: Reflectivity is increased when surface view at larger angle
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vec3 SchlickFresnel(float hDotV,vec3 refl)
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{
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return refl + (1.0 - refl)*pow(1.0 - hDotV,5.0);
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return refl + (1.0 - refl)*pow(1.0 - hDotV, 5.0);
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}
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float ggxDistribution(float nDotH, float roughness)
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float GgxDistribution(float nDotH,float roughness)
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{
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float a = roughness*roughness*roughness*roughness;
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float d = nDotH*nDotH*(a - 1.0) + 1.0;
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d = PI*d*d;
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return a/max(d,0.0000001);
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return (a/max(d,0.0000001));
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}
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float geomSmith(float nDotV, float nDotL, float roughness)
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float GeomSmith(float nDotV,float nDotL,float roughness)
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{
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float r = roughness + 1.0;
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float k = r*r/8.0;
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@ -80,7 +79,7 @@ float geomSmith(float nDotV, float nDotL, float roughness)
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return ggx1*ggx2;
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}
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vec3 pbr()
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vec3 ComputePBR()
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{
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vec3 albedo = texture2D(albedoMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb;
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albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z);
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@ -104,23 +103,23 @@ vec3 pbr()
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N = normalize(N*2.0 - 1.0);
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N = normalize(N*TBN);
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}
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vec3 V = normalize(viewPos - fragPosition);
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vec3 e = vec3(0);
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e = (texture2D(emissiveMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb).g*emissiveColor.rgb*emissivePower*float(useTexEmissive);
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vec3 emissive = vec3(0);
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emissive = (texture2D(emissiveMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb).g*emissiveColor.rgb*emissivePower*float(useTexEmissive);
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// return N;//vec3(metallic,metallic,metallic);
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// If dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity
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vec3 baseRefl = mix(vec3(0.04), albedo.rgb, metallic);
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vec3 Lo = vec3(0.0); // Acumulate lighting lum
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vec3 lightAccum = vec3(0.0); // Acumulate lighting lum
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for (int i = 0; i < 4; i++)
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{
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vec3 L = normalize(lights[i].position - fragPosition); // Compute light vector
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vec3 H = normalize(V + L); // Compute halfway bisecting vector
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float dist = length(lights[i].position - fragPosition); // Compute distance to light
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float attenuation = 1.0/(dist*dist*0.23); // Compute attenuation
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vec3 L = normalize(lights[i].position - fragPosition); // Compute light vector
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vec3 H = normalize(V + L); // Compute halfway bisecting vector
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float dist = length(lights[i].position - fragPosition); // Compute distance to light
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float attenuation = 1.0/(dist*dist*0.23); // Compute attenuation
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vec3 radiance = lights[i].color.rgb*lights[i].intensity*attenuation; // Compute input radiance, light energy comming in
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// Cook-Torrance BRDF distribution function
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@ -128,9 +127,9 @@ vec3 pbr()
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float nDotL = max(dot(N,L), 0.0000001);
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float hDotV = max(dot(H,V), 0.0);
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float nDotH = max(dot(N,H), 0.0);
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float D = ggxDistribution(nDotH, roughness); // Larger the more micro-facets aligned to H
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float G = geomSmith(nDotV, nDotL, roughness); // Smaller the more micro-facets shadow
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vec3 F = schlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance
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float D = GgxDistribution(nDotH, roughness); // Larger the more micro-facets aligned to H
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float G = GeomSmith(nDotV, nDotL, roughness); // Smaller the more micro-facets shadow
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vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance
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vec3 spec = (D*G*F)/(4.0*nDotV*nDotL);
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@ -138,25 +137,25 @@ vec3 pbr()
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// kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent
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vec3 kD = vec3(1.0) - F;
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// Mult kD by the inverse of metallnes , only non-metals should have diffuse light
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// Mult kD by the inverse of metallnes, only non-metals should have diffuse light
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kD *= 1.0 - metallic;
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Lo += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*float(lights[i].enabled); // Angle of light has impact on result
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lightAccum += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*float(lights[i].enabled); // Angle of light has impact on result
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}
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vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5;
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return (ambientFinal + Lo*ao + e);
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return (ambientFinal + lightAccum*ao + emissive);
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}
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void main()
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{
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vec3 color = pbr();
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vec3 color = ComputePBR();
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// HDR tonemapping
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color = pow(color,color + vec3(1.0));
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color = pow(color, color + vec3(1.0));
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// Gamma correction
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color = pow(color,vec3(1.0/2.2));
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color = pow(color, vec3(1.0/2.2));
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gl_FragColor = vec4(color,1.0);
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}
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@ -51,16 +51,16 @@ mat3 transpose(mat3 m)
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void main()
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{
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// calc binormal from vertex normal and tangent
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// Compute binormal from vertex normal and tangent
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vec3 vertexBinormal = cross(vertexNormal, vertexTangent);
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// calc fragment normal based on normal transformations
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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// calc fragment position based on model transformations
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// Compute fragment normal based on normal transformations
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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// Compute fragment position based on model transformations
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord*2.0;
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fragNormal = normalize(normalMatrix*vertexNormal);
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vec3 fragTangent = normalize(normalMatrix*vertexTangent);
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fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
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@ -70,5 +70,5 @@ void main()
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TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
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// Calculate final vertex position
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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