|
@@ -0,0 +1,671 @@
|
|
|
+precision mediump float;
|
|
|
+
|
|
|
+// Constants
|
|
|
+#define RECIPROCAL_PI2 0.15915494
|
|
|
+
|
|
|
+uniform vec3 vEyePosition;
|
|
|
+uniform vec3 vAmbientColor;
|
|
|
+uniform vec4 vDiffuseColor;
|
|
|
+
|
|
|
+// PBR CUSTOM CONTROLS
|
|
|
+uniform vec4 vPBRLightingIntensity;
|
|
|
+uniform vec4 vPBRShadowIntensity;
|
|
|
+uniform vec4 vPBRCameraInfos;
|
|
|
+
|
|
|
+uniform vec4 vPBROverloadedIntensity;
|
|
|
+uniform vec3 vPBROverloadedAmbient;
|
|
|
+uniform vec3 vPBROverloadedDiffuse;
|
|
|
+uniform vec3 vPBROverloadedSpecular;
|
|
|
+uniform vec3 vPBROverloadedEmissive;
|
|
|
+uniform vec3 vPBROverloadedSmoothness;
|
|
|
+
|
|
|
+// PBR CUSTOM CONSTANTS
|
|
|
+const float kPi = 3.1415926535897932384626433832795;
|
|
|
+
|
|
|
+// PBR HELPER METHODS
|
|
|
+float Square(float value)
|
|
|
+{
|
|
|
+ return value * value;
|
|
|
+}
|
|
|
+
|
|
|
+float getLuminance(vec3 color)
|
|
|
+{
|
|
|
+ return clamp(dot(color, vec3(0.2126, 0.7152, 0.0722)), 0., 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float convertRoughnessToAverageSlope(float roughness)
|
|
|
+{
|
|
|
+ // Calculate AlphaG as square of roughness; add epsilon to avoid numerical issues
|
|
|
+ const float kMinimumVariance = 0.0005;
|
|
|
+ float alphaG = Square(roughness) + kMinimumVariance;
|
|
|
+ return alphaG;
|
|
|
+}
|
|
|
+
|
|
|
+// From Microfacet Models for Refraction through Rough Surfaces, Walter et al. 2007
|
|
|
+float smithVisibilityG1_TrowbridgeReitzGGX(float dot, float alphaG)
|
|
|
+{
|
|
|
+ float tanSquared = (1.0 - dot * dot) / (dot * dot);
|
|
|
+ return 2.0 / (1.0 + sqrt(1.0 + alphaG * alphaG * tanSquared));
|
|
|
+}
|
|
|
+
|
|
|
+float smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL, float NdotV, float alphaG)
|
|
|
+{
|
|
|
+ return smithVisibilityG1_TrowbridgeReitzGGX(NdotL, alphaG) * smithVisibilityG1_TrowbridgeReitzGGX(NdotV, alphaG);
|
|
|
+}
|
|
|
+
|
|
|
+// Trowbridge-Reitz (GGX)
|
|
|
+// Generalised Trowbridge-Reitz with gamma power=2.0
|
|
|
+float normalDistributionFunction_TrowbridgeReitzGGX(float NdotH, float alphaG)
|
|
|
+{
|
|
|
+ // Note: alphaG is average slope (gradient) of the normals in slope-space.
|
|
|
+ // It is also the (trigonometric) tangent of the median distribution value, i.e. 50% of normals have
|
|
|
+ // a tangent (gradient) closer to the macrosurface than this slope.
|
|
|
+ float a2 = Square(alphaG);
|
|
|
+ float d = NdotH * NdotH * (a2 - 1.0) + 1.0;
|
|
|
+ return a2 / (kPi * d * d);
|
|
|
+}
|
|
|
+
|
|
|
+vec3 fresnelSchlickGGX(float VdotH, vec3 reflectance0, vec3 reflectance90)
|
|
|
+{
|
|
|
+ return reflectance0 + (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotH, 0., 1.), 5.0);
|
|
|
+}
|
|
|
+
|
|
|
+// Cook Torance Specular computation.
|
|
|
+vec3 computeSpecularTerm(float NdotH, float NdotL, float NdotV, float VdotH, float roughness, vec3 specularColor)
|
|
|
+{
|
|
|
+ float alphaG = convertRoughnessToAverageSlope(roughness);
|
|
|
+ float distribution = normalDistributionFunction_TrowbridgeReitzGGX(NdotH, alphaG);
|
|
|
+ float visibility = smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL, NdotV, alphaG);
|
|
|
+ visibility /= (4.0 * NdotL * NdotV); // Cook Torance Denominator integated in viibility to avoid issues when visibility function changes.
|
|
|
+
|
|
|
+ vec3 fresnel = fresnelSchlickGGX(VdotH, specularColor, vec3(1., 1., 1.));
|
|
|
+
|
|
|
+ float specTerm = max(0., visibility * distribution) * NdotL;
|
|
|
+ return fresnel * specTerm;
|
|
|
+}
|
|
|
+
|
|
|
+float computeDiffuseTerm(float NdotL, float NdotV, float VdotH, float roughness)
|
|
|
+{
|
|
|
+ // Diffuse fresnel falloff as per Disney principled BRDF, and in the spirit of
|
|
|
+ // of general coupled diffuse/specular models e.g. Ashikhmin Shirley.
|
|
|
+ float diffuseFresnelNV = pow(clamp(1.0 - NdotL, 0.000001, 1.), 5.0);
|
|
|
+ float diffuseFresnelNL = pow(clamp(1.0 - NdotV, 0.000001, 1.), 5.0);
|
|
|
+ float diffuseFresnel90 = 0.5 + 2.0 * VdotH * VdotH * roughness;
|
|
|
+ float diffuseFresnelTerm =
|
|
|
+ (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNL) *
|
|
|
+ (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNV);
|
|
|
+
|
|
|
+ return diffuseFresnelTerm * NdotL;
|
|
|
+}
|
|
|
+
|
|
|
+float computeDefaultGlossiness(float glossiness, vec3 specularColor)
|
|
|
+{
|
|
|
+ if (glossiness == 0.)
|
|
|
+ {
|
|
|
+ float kSpecularNoAlphaWorkflow_SmoothnessMax = 0.95;
|
|
|
+
|
|
|
+ float specularLuminance = getLuminance(specularColor);
|
|
|
+ float specularLuma = sqrt(specularLuminance);
|
|
|
+ glossiness = specularLuma * kSpecularNoAlphaWorkflow_SmoothnessMax;
|
|
|
+ }
|
|
|
+ return glossiness;
|
|
|
+}
|
|
|
+
|
|
|
+vec3 toLinearSpace(vec3 color)
|
|
|
+{
|
|
|
+ return vec3(pow(color.r, 2.2), pow(color.g, 2.2), pow(color.b, 2.2));
|
|
|
+}
|
|
|
+
|
|
|
+vec3 toGammaSpace(vec3 color)
|
|
|
+{
|
|
|
+ return vec3(pow(color.r, 1.0 / 2.2), pow(color.g, 1.0 / 2.2), pow(color.b, 1.0 / 2.2));
|
|
|
+}
|
|
|
+
|
|
|
+vec3 toneMaps(vec3 color)
|
|
|
+{
|
|
|
+ color = max(color, 0.0);
|
|
|
+
|
|
|
+ // TONE MAPPING / EXPOSURE
|
|
|
+ color.rgb = color.rgb * vPBRCameraInfos.x;
|
|
|
+
|
|
|
+ float tuning = 1.5; // TODO: sync up so e.g. 18% greys are matched to exposure appropriately
|
|
|
+ vec3 tonemapped = 1.0 - exp2(-color.rgb * tuning); // simple local photographic tonemapper
|
|
|
+ color.rgb = mix(color.rgb, tonemapped, 1.0);
|
|
|
+ return color;
|
|
|
+}
|
|
|
+
|
|
|
+vec4 contrasts(vec4 color)
|
|
|
+{
|
|
|
+ color = clamp(color, 0.0, 1.0);
|
|
|
+
|
|
|
+ vec3 resultHighContrast = color.rgb * color.rgb * (3.0 - 2.0 * color.rgb);
|
|
|
+ float contrast = vPBRCameraInfos.y;
|
|
|
+ if (contrast < 1.0)
|
|
|
+ {
|
|
|
+ // Decrease contrast: interpolate towards zero-contrast image (flat grey)
|
|
|
+ color.rgb = mix(vec3(0.5, 0.5, 0.5), color.rgb, contrast);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Increase contrast: apply simple shoulder-toe high contrast curve
|
|
|
+ color.rgb = mix(color.rgb, resultHighContrast, contrast - 1.0);
|
|
|
+ }
|
|
|
+
|
|
|
+ return color;
|
|
|
+}
|
|
|
+// END PBR HELPER METHODS
|
|
|
+
|
|
|
+#ifdef SPECULARTERM
|
|
|
+uniform vec4 vSpecularColor;
|
|
|
+#endif
|
|
|
+uniform vec3 vEmissiveColor;
|
|
|
+
|
|
|
+// Input
|
|
|
+varying vec3 vPositionW;
|
|
|
+
|
|
|
+#ifdef NORMAL
|
|
|
+varying vec3 vNormalW;
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef VERTEXCOLOR
|
|
|
+varying vec4 vColor;
|
|
|
+#endif
|
|
|
+
|
|
|
+// Lights
|
|
|
+#ifdef LIGHT0
|
|
|
+uniform vec4 vLightData0;
|
|
|
+uniform vec4 vLightDiffuse0;
|
|
|
+#ifdef SPECULARTERM
|
|
|
+uniform vec3 vLightSpecular0;
|
|
|
+#endif
|
|
|
+#ifdef SHADOW0
|
|
|
+#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
|
|
|
+varying vec4 vPositionFromLight0;
|
|
|
+uniform sampler2D shadowSampler0;
|
|
|
+#else
|
|
|
+uniform samplerCube shadowSampler0;
|
|
|
+#endif
|
|
|
+uniform vec3 shadowsInfo0;
|
|
|
+#endif
|
|
|
+#ifdef SPOTLIGHT0
|
|
|
+uniform vec4 vLightDirection0;
|
|
|
+#endif
|
|
|
+#ifdef HEMILIGHT0
|
|
|
+uniform vec3 vLightGround0;
|
|
|
+#endif
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef LIGHT1
|
|
|
+uniform vec4 vLightData1;
|
|
|
+uniform vec4 vLightDiffuse1;
|
|
|
+#ifdef SPECULARTERM
|
|
|
+uniform vec3 vLightSpecular1;
|
|
|
+#endif
|
|
|
+#ifdef SHADOW1
|
|
|
+#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
|
|
|
+varying vec4 vPositionFromLight1;
|
|
|
+uniform sampler2D shadowSampler1;
|
|
|
+#else
|
|
|
+uniform samplerCube shadowSampler1;
|
|
|
+#endif
|
|
|
+uniform vec3 shadowsInfo1;
|
|
|
+#endif
|
|
|
+#ifdef SPOTLIGHT1
|
|
|
+uniform vec4 vLightDirection1;
|
|
|
+#endif
|
|
|
+#ifdef HEMILIGHT1
|
|
|
+uniform vec3 vLightGround1;
|
|
|
+#endif
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef LIGHT2
|
|
|
+uniform vec4 vLightData2;
|
|
|
+uniform vec4 vLightDiffuse2;
|
|
|
+#ifdef SPECULARTERM
|
|
|
+uniform vec3 vLightSpecular2;
|
|
|
+#endif
|
|
|
+#ifdef SHADOW2
|
|
|
+#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
|
|
|
+varying vec4 vPositionFromLight2;
|
|
|
+uniform sampler2D shadowSampler2;
|
|
|
+#else
|
|
|
+uniform samplerCube shadowSampler2;
|
|
|
+#endif
|
|
|
+uniform vec3 shadowsInfo2;
|
|
|
+#endif
|
|
|
+#ifdef SPOTLIGHT2
|
|
|
+uniform vec4 vLightDirection2;
|
|
|
+#endif
|
|
|
+#ifdef HEMILIGHT2
|
|
|
+uniform vec3 vLightGround2;
|
|
|
+#endif
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef LIGHT3
|
|
|
+uniform vec4 vLightData3;
|
|
|
+uniform vec4 vLightDiffuse3;
|
|
|
+#ifdef SPECULARTERM
|
|
|
+uniform vec3 vLightSpecular3;
|
|
|
+#endif
|
|
|
+#ifdef SHADOW3
|
|
|
+#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
|
|
|
+varying vec4 vPositionFromLight3;
|
|
|
+uniform sampler2D shadowSampler3;
|
|
|
+#else
|
|
|
+uniform samplerCube shadowSampler3;
|
|
|
+#endif
|
|
|
+uniform vec3 shadowsInfo3;
|
|
|
+#endif
|
|
|
+#ifdef SPOTLIGHT3
|
|
|
+uniform vec4 vLightDirection3;
|
|
|
+#endif
|
|
|
+#ifdef HEMILIGHT3
|
|
|
+uniform vec3 vLightGround3;
|
|
|
+#endif
|
|
|
+#endif
|
|
|
+
|
|
|
+// Samplers
|
|
|
+#ifdef DIFFUSE
|
|
|
+varying vec2 vDiffuseUV;
|
|
|
+uniform sampler2D diffuseSampler;
|
|
|
+uniform vec2 vDiffuseInfos;
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef AMBIENT
|
|
|
+varying vec2 vAmbientUV;
|
|
|
+uniform sampler2D ambientSampler;
|
|
|
+uniform vec2 vAmbientInfos;
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef OPACITY
|
|
|
+varying vec2 vOpacityUV;
|
|
|
+uniform sampler2D opacitySampler;
|
|
|
+uniform vec2 vOpacityInfos;
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef EMISSIVE
|
|
|
+varying vec2 vEmissiveUV;
|
|
|
+uniform vec2 vEmissiveInfos;
|
|
|
+uniform sampler2D emissiveSampler;
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef LIGHTMAP
|
|
|
+varying vec2 vLightmapUV;
|
|
|
+uniform vec2 vLightmapInfos;
|
|
|
+uniform sampler2D lightmapSampler;
|
|
|
+#endif
|
|
|
+
|
|
|
+#if defined(SPECULAR) && defined(SPECULARTERM)
|
|
|
+varying vec2 vSpecularUV;
|
|
|
+uniform vec2 vSpecularInfos;
|
|
|
+uniform sampler2D specularSampler;
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef CLIPPLANE
|
|
|
+varying float fClipDistance;
|
|
|
+#endif
|
|
|
+
|
|
|
+// Light Computing
|
|
|
+struct lightingInfo
|
|
|
+{
|
|
|
+ vec3 diffuse;
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ vec3 specular;
|
|
|
+#endif
|
|
|
+};
|
|
|
+
|
|
|
+lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {
|
|
|
+ lightingInfo result;
|
|
|
+
|
|
|
+ vec3 lightVectorW;
|
|
|
+ float attenuation = 1.0;
|
|
|
+ if (lightData.w == 0.)
|
|
|
+ {
|
|
|
+ vec3 direction = lightData.xyz - vPositionW;
|
|
|
+
|
|
|
+ attenuation = max(0., 1.0 - length(direction) / range);
|
|
|
+ lightVectorW = normalize(direction);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lightVectorW = normalize(-lightData.xyz);
|
|
|
+ }
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+ vec3 H = normalize(viewDirectionW + lightVectorW);
|
|
|
+ float NdotL = max(0.00000000001, dot(vNormal, lightVectorW));
|
|
|
+ float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));
|
|
|
+
|
|
|
+ float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);
|
|
|
+ result.diffuse = diffuseTerm * diffuseColor * attenuation;
|
|
|
+
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ // Specular
|
|
|
+ float NdotH = max(0.00000000001, dot(vNormal, H));
|
|
|
+
|
|
|
+ vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);
|
|
|
+ result.specular = specTerm * specularColor * attenuation;
|
|
|
+#endif
|
|
|
+
|
|
|
+ return result;
|
|
|
+}
|
|
|
+
|
|
|
+lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {
|
|
|
+ lightingInfo result;
|
|
|
+
|
|
|
+ vec3 direction = lightData.xyz - vPositionW;
|
|
|
+ vec3 lightVectorW = normalize(direction);
|
|
|
+ float attenuation = max(0., 1.0 - length(direction) / range);
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+ float cosAngle = max(0.0000001, dot(-lightDirection.xyz, lightVectorW));
|
|
|
+ float spotAtten = 0.0;
|
|
|
+
|
|
|
+ if (cosAngle >= lightDirection.w)
|
|
|
+ {
|
|
|
+ cosAngle = max(0., pow(cosAngle, lightData.w));
|
|
|
+ spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
|
|
|
+
|
|
|
+ // Diffuse
|
|
|
+ vec3 H = normalize(viewDirectionW - lightDirection.xyz);
|
|
|
+ float NdotL = max(0.00000000001, dot(vNormal, -lightDirection.xyz));
|
|
|
+ float VdotH = clamp(dot(viewDirectionW, H), 0.00000000001, 1.0);
|
|
|
+
|
|
|
+ float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);
|
|
|
+ result.diffuse = diffuseTerm * diffuseColor * attenuation * spotAtten;
|
|
|
+
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ // Specular
|
|
|
+ float NdotH = max(0.00000000001, dot(vNormal, H));
|
|
|
+
|
|
|
+ vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);
|
|
|
+ result.specular = specTerm * specularColor * attenuation * spotAtten;
|
|
|
+#endif
|
|
|
+
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ result.diffuse = vec3(0.);
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ result.specular = vec3(0.);
|
|
|
+#endif
|
|
|
+
|
|
|
+ return result;
|
|
|
+}
|
|
|
+
|
|
|
+lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float NdotV) {
|
|
|
+ lightingInfo result;
|
|
|
+
|
|
|
+ vec3 lightVectorW = normalize(-lightData.xyz);
|
|
|
+
|
|
|
+ // Diffuse
|
|
|
+ float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
|
|
|
+ result.diffuse = mix(groundColor, diffuseColor, ndl);
|
|
|
+
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ // Specular
|
|
|
+ vec3 H = normalize(viewDirectionW + lightVectorW);
|
|
|
+ float NdotH = max(0.00000000001, dot(vNormal, H));
|
|
|
+ float NdotL = max(0.00000000001, ndl);
|
|
|
+ float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));
|
|
|
+
|
|
|
+ vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);
|
|
|
+ result.specular = specTerm * specularColor;
|
|
|
+#endif
|
|
|
+
|
|
|
+ return result;
|
|
|
+}
|
|
|
+
|
|
|
+void main(void) {
|
|
|
+ // Clip plane
|
|
|
+#ifdef CLIPPLANE
|
|
|
+ if (fClipDistance > 0.0)
|
|
|
+ discard;
|
|
|
+#endif
|
|
|
+
|
|
|
+ vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
|
|
|
+
|
|
|
+ // Base color
|
|
|
+ vec4 baseColor = vec4(1., 1., 1., 1.);
|
|
|
+ vec3 diffuseColor = vDiffuseColor.rgb;
|
|
|
+
|
|
|
+ // Alpha
|
|
|
+ float alpha = vDiffuseColor.a;
|
|
|
+
|
|
|
+#ifdef DIFFUSE
|
|
|
+ baseColor = texture2D(diffuseSampler, vDiffuseUV);
|
|
|
+ baseColor = vec4(toLinearSpace(baseColor.rgb), baseColor.a);
|
|
|
+
|
|
|
+#ifdef ALPHATEST
|
|
|
+ if (baseColor.a < 0.4)
|
|
|
+ discard;
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef ALPHAFROMDIFFUSE
|
|
|
+ alpha *= baseColor.a;
|
|
|
+#endif
|
|
|
+
|
|
|
+ baseColor.rgb *= vDiffuseInfos.y;
|
|
|
+#endif
|
|
|
+
|
|
|
+ baseColor.rgb = mix(baseColor.rgb, vPBROverloadedDiffuse, vPBROverloadedIntensity.y);
|
|
|
+
|
|
|
+#ifdef VERTEXCOLOR
|
|
|
+ baseColor.rgb *= vColor.rgb;
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Bump
|
|
|
+#ifdef NORMAL
|
|
|
+ vec3 normalW = normalize(vNormalW);
|
|
|
+#else
|
|
|
+ vec3 normalW = vec3(1.0, 1.0, 1.0);
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Ambient color
|
|
|
+ vec3 baseAmbientColor = vec3(1., 1., 1.);
|
|
|
+
|
|
|
+#ifdef AMBIENT
|
|
|
+ baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;
|
|
|
+ baseAmbientColor.rgb = mix(baseAmbientColor.rgb, vPBROverloadedAmbient, vPBROverloadedIntensity.x);
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Specular map
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ float glossiness = vSpecularColor.a;
|
|
|
+ vec3 specularColor = vSpecularColor.rgb;
|
|
|
+
|
|
|
+#ifdef SPECULAR
|
|
|
+ vec4 specularMapColor = texture2D(specularSampler, vSpecularUV);
|
|
|
+ specularColor *= toLinearSpace(specularMapColor.rgb);
|
|
|
+#ifdef GLOSSINESS
|
|
|
+ glossiness = specularMapColor.a;
|
|
|
+#endif
|
|
|
+#endif
|
|
|
+ specularColor.rgb = mix(specularColor.rgb, vPBROverloadedSpecular, vPBROverloadedIntensity.z);
|
|
|
+ glossiness = computeDefaultGlossiness(glossiness, specularColor);
|
|
|
+ glossiness = mix(glossiness, vPBROverloadedSmoothness.x, vPBROverloadedSmoothness.y);
|
|
|
+ #else
|
|
|
+ float glossiness = 0.;
|
|
|
+ glossiness = mix(glossiness, vPBROverloadedSmoothness.x, vPBROverloadedSmoothness.y);
|
|
|
+ vec3 specularColor = vec3(0., 0., 0);
|
|
|
+ specularColor.rgb = mix(specularColor.rgb, vPBROverloadedSpecular, vPBROverloadedIntensity.z);
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Apply Energy Conservation.
|
|
|
+ float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
|
|
|
+ baseColor.rgb = (1. - reflectance) * baseColor.rgb;
|
|
|
+
|
|
|
+ // Compute Specular Fresnel + Reflectance.
|
|
|
+ float NdotV = max(0.00000000001, dot(normalW, viewDirectionW));
|
|
|
+
|
|
|
+ // Adapt glossiness.
|
|
|
+ glossiness = clamp(glossiness, 0., 1.) * 0.98;
|
|
|
+
|
|
|
+ // Call rough to not conflict with previous one.
|
|
|
+ float rough = clamp(1. - glossiness, 0.000001, 1.0);
|
|
|
+
|
|
|
+ // Lighting
|
|
|
+ vec3 diffuseBase = vec3(0., 0., 0.);
|
|
|
+ vec3 shadowedOnly = vPBROverloadedDiffuse;
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ vec3 specularBase = vec3(0., 0., 0.);
|
|
|
+#endif
|
|
|
+ float shadow = 1.;
|
|
|
+
|
|
|
+#ifdef LIGHT0
|
|
|
+#ifndef SPECULARTERM
|
|
|
+ vec3 vLightSpecular0 = vec3(0.0);
|
|
|
+#endif
|
|
|
+#ifdef SPOTLIGHT0
|
|
|
+ lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);
|
|
|
+#endif
|
|
|
+#ifdef HEMILIGHT0
|
|
|
+ lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, rough, NdotV);
|
|
|
+#endif
|
|
|
+#if defined(POINTLIGHT0) || defined(DIRLIGHT0)
|
|
|
+ lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);
|
|
|
+#endif
|
|
|
+
|
|
|
+ shadow = 1.;
|
|
|
+ diffuseBase += info.diffuse * shadow;
|
|
|
+ shadowedOnly *= shadow;
|
|
|
+
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ specularBase += info.specular * shadow;
|
|
|
+#endif
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef LIGHT1
|
|
|
+#ifndef SPECULARTERM
|
|
|
+ vec3 vLightSpecular1 = vec3(0.0);
|
|
|
+#endif
|
|
|
+#ifdef SPOTLIGHT1
|
|
|
+ info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);
|
|
|
+#endif
|
|
|
+#ifdef HEMILIGHT1
|
|
|
+ info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, rough, NdotV);
|
|
|
+#endif
|
|
|
+#if defined(POINTLIGHT1) || defined(DIRLIGHT1)
|
|
|
+ info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);
|
|
|
+#endif
|
|
|
+
|
|
|
+ shadow = 1.;
|
|
|
+ diffuseBase += info.diffuse * shadow;
|
|
|
+ shadowedOnly *= shadow;
|
|
|
+
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ specularBase += info.specular * shadow;
|
|
|
+#endif
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef LIGHT2
|
|
|
+#ifndef SPECULARTERM
|
|
|
+ vec3 vLightSpecular2 = vec3(0.0);
|
|
|
+#endif
|
|
|
+#ifdef SPOTLIGHT2
|
|
|
+ info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);
|
|
|
+#endif
|
|
|
+#ifdef HEMILIGHT2
|
|
|
+ info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, rough, NdotV);
|
|
|
+#endif
|
|
|
+#if defined(POINTLIGHT2) || defined(DIRLIGHT2)
|
|
|
+ info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);
|
|
|
+#endif
|
|
|
+
|
|
|
+ shadow = 1.;
|
|
|
+ diffuseBase += info.diffuse * shadow;
|
|
|
+ shadowedOnly *= shadow;
|
|
|
+
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ specularBase += info.specular * shadow;
|
|
|
+#endif
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef LIGHT3
|
|
|
+#ifndef SPECULARTERM
|
|
|
+ vec3 vLightSpecular3 = vec3(0.0);
|
|
|
+#endif
|
|
|
+#ifdef SPOTLIGHT3
|
|
|
+ info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);
|
|
|
+#endif
|
|
|
+#ifdef HEMILIGHT3
|
|
|
+ info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, rough, NdotV);
|
|
|
+#endif
|
|
|
+#if defined(POINTLIGHT3) || defined(DIRLIGHT3)
|
|
|
+ info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);
|
|
|
+#endif
|
|
|
+
|
|
|
+ shadow = 1.;
|
|
|
+ diffuseBase += info.diffuse * shadow;
|
|
|
+ shadowedOnly *= shadow;
|
|
|
+
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ specularBase += info.specular * shadow;
|
|
|
+#endif
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Reflection
|
|
|
+ vec3 reflectionColor = vec3(0., 0., 0.);
|
|
|
+
|
|
|
+#ifdef OPACITY
|
|
|
+ vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);
|
|
|
+
|
|
|
+#ifdef OPACITYRGB
|
|
|
+ opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);
|
|
|
+ alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;
|
|
|
+#else
|
|
|
+ alpha *= opacityMap.a * vOpacityInfos.y;
|
|
|
+#endif
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef VERTEXALPHA
|
|
|
+ alpha *= vColor.a;
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Emissive
|
|
|
+ vec3 emissiveColor = vEmissiveColor;
|
|
|
+#ifdef EMISSIVE
|
|
|
+ vec3 emissiveColorTex = texture2D(emissiveSampler, vEmissiveUV).rgb;
|
|
|
+ emissiveColor = toLinearSpace(emissiveColorTex.rgb) * emissiveColor * vEmissiveInfos.y;
|
|
|
+ emissiveColor = mix(emissiveColor, vPBROverloadedEmissive, vPBROverloadedIntensity.w);
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Composition
|
|
|
+#ifdef EMISSIVEASILLUMINATION
|
|
|
+ vec3 finalDiffuse = max(diffuseBase * diffuseColor + vAmbientColor, 0.0) * baseColor.rgb;
|
|
|
+#else
|
|
|
+ #ifdef LINKEMISSIVEWITHDIFFUSE
|
|
|
+ vec3 finalDiffuse = clamp((diffuseBase + emissiveColor) * diffuseColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;
|
|
|
+ #else
|
|
|
+ vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;
|
|
|
+ #endif
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef SPECULARTERM
|
|
|
+ vec3 finalSpecular = specularBase * specularColor;
|
|
|
+#else
|
|
|
+ vec3 finalSpecular = vec3(0.0);
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef SPECULAROVERALPHA
|
|
|
+ alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Composition
|
|
|
+#ifdef EMISSIVEASILLUMINATION
|
|
|
+ vec4 color = vec4(finalDiffuse * baseAmbientColor * vPBRLightingIntensity.x + finalSpecular * vPBRLightingIntensity.x + reflectionColor * vPBRLightingIntensity.z + emissiveColor * vPBRLightingIntensity.y, alpha);
|
|
|
+#else
|
|
|
+ vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);
|
|
|
+#endif
|
|
|
+
|
|
|
+ color = max(color, 0.0);
|
|
|
+
|
|
|
+ color.rgb = toneMaps(color.rgb);
|
|
|
+ color.rgb = toGammaSpace(color.rgb);
|
|
|
+ color = contrasts(color);
|
|
|
+
|
|
|
+ color.rgb = mix(color.rgb, shadowedOnly, (1.0 - vPBRShadowIntensity.y));
|
|
|
+
|
|
|
+ gl_FragColor = color;
|
|
|
+}
|