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- precision mediump float;
- // Constants
- #define RECIPROCAL_PI2 0.15915494
- #define FRESNEL_MAXIMUM_ON_ROUGH 0.25
- uniform vec3 vEyePosition;
- uniform vec3 vAmbientColor;
- uniform vec4 vAlbedoColor;
- uniform vec3 vReflectionColor;
- uniform vec4 vLightRadiuses;
- // CUSTOM CONTROLS
- uniform vec4 vLightingIntensity;
- uniform vec4 vCameraInfos;
- #ifdef OVERLOADEDVALUES
- uniform vec4 vOverloadedIntensity;
- uniform vec3 vOverloadedAmbient;
- uniform vec3 vOverloadedAlbedo;
- uniform vec3 vOverloadedReflectivity;
- uniform vec3 vOverloadedEmissive;
- uniform vec3 vOverloadedReflection;
- uniform vec3 vOverloadedMicroSurface;
- #endif
- #ifdef OVERLOADEDSHADOWVALUES
- uniform vec4 vOverloadedShadowIntensity;
- #endif
- uniform vec4 vReflectivityColor;
- uniform vec3 vEmissiveColor;
- // Input
- varying vec3 vPositionW;
- #ifdef NORMAL
- varying vec3 vNormalW;
- #endif
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- // Lights
- #include<lightFragmentDeclaration>[0]
- #include<lightFragmentDeclaration>[1]
- #include<lightFragmentDeclaration>[2]
- #include<lightFragmentDeclaration>[3]
- // Samplers
- #ifdef ALBEDO
- varying vec2 vAlbedoUV;
- uniform sampler2D albedoSampler;
- uniform vec2 vAlbedoInfos;
- #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(REFLECTIVITY)
- varying vec2 vReflectivityUV;
- uniform vec2 vReflectivityInfos;
- uniform sampler2D reflectivitySampler;
- #endif
- #include<clipPlaneFragmentDeclaration>
- // PBR
- #include<pbrFunctions>
- #include<harmonicsFunctions>
- #include<pbrLightFunctions>
- void main(void) {
- #include<clipPlaneFragment>
- vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
- // Base color
- vec4 surfaceAlbedo = vec4(1., 1., 1., 1.);
- vec3 surfaceAlbedoContribution = vAlbedoColor.rgb;
-
- // Alpha
- float alpha = vAlbedoColor.a;
- #ifdef ALBEDO
- surfaceAlbedo = texture2D(albedoSampler, vAlbedoUV);
- surfaceAlbedo = vec4(toLinearSpace(surfaceAlbedo.rgb), surfaceAlbedo.a);
- #ifdef ALPHATEST
- if (baseColor.a < 0.4)
- discard;
- #endif
- #ifdef ALPHAFROMALBEDO
- alpha *= surfaceAlbedo.a;
- #endif
- surfaceAlbedo.rgb *= vAlbedoInfos.y;
- #else
- // No Albedo texture.
- surfaceAlbedo.rgb = surfaceAlbedoContribution;
- surfaceAlbedoContribution = vec3(1., 1., 1.);
- #endif
- #ifdef VERTEXCOLOR
- baseColor.rgb *= vColor.rgb;
- #endif
- #ifdef OVERLOADEDVALUES
- surfaceAlbedo.rgb = mix(surfaceAlbedo.rgb, vOverloadedAlbedo, vOverloadedIntensity.y);
- #endif
- // Bump
- #ifdef NORMAL
- vec3 normalW = normalize(vNormalW);
- #else
- vec3 normalW = vec3(1.0, 1.0, 1.0);
- #endif
- // Ambient color
- vec3 ambientColor = vec3(1., 1., 1.);
- #ifdef AMBIENT
- ambientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;
-
- #ifdef OVERLOADEDVALUES
- ambientColor.rgb = mix(ambientColor.rgb, vOverloadedAmbient, vOverloadedIntensity.x);
- #endif
- #endif
- // Reflectivity map
- float microSurface = vReflectivityColor.a;
- vec3 surfaceReflectivityColor = vReflectivityColor.rgb;
-
- #ifdef OVERLOADEDVALUES
- surfaceReflectivityColor.rgb = mix(surfaceReflectivityColor.rgb, vOverloadedReflectivity, vOverloadedIntensity.z);
- #endif
- #ifdef REFLECTIVITY
- vec4 surfaceReflectivityColorMap = texture2D(reflectivitySampler, vReflectivityUV);
- surfaceReflectivityColor = surfaceReflectivityColorMap.rgb;
- surfaceReflectivityColor = toLinearSpace(surfaceReflectivityColor);
- #ifdef OVERLOADEDVALUES
- surfaceReflectivityColor = mix(surfaceReflectivityColor, vOverloadedReflectivity, vOverloadedIntensity.z);
- #endif
- #ifdef MICROSURFACEFROMREFLECTIVITYMAP
- microSurface = surfaceReflectivityColorMap.a;
- #else
- #ifdef MICROSURFACEAUTOMATIC
- microSurface = computeDefaultMicroSurface(microSurface, surfaceReflectivityColor);
- #endif
- #endif
- #endif
- #ifdef OVERLOADEDVALUES
- microSurface = mix(microSurface, vOverloadedMicroSurface.x, vOverloadedMicroSurface.y);
- #endif
- // Compute N dot V.
- float NdotV = max(0.00000000001, dot(normalW, viewDirectionW));
- // Adapt microSurface.
- microSurface = clamp(microSurface, 0., 1.) * 0.98;
- // Compute roughness.
- float roughness = clamp(1. - microSurface, 0.000001, 1.0);
-
- // Lighting
- vec3 lightDiffuseContribution = vec3(0., 0., 0.);
- #ifdef OVERLOADEDSHADOWVALUES
- vec3 shadowedOnlyLightDiffuseContribution = vec3(1., 1., 1.);
- #endif
- #ifdef SPECULARTERM
- vec3 lightSpecularContribution= vec3(0., 0., 0.);
- #endif
- float notShadowLevel = 1.; // 1 - shadowLevel
- float NdotL = -1.;
- lightingInfo info;
- #include<pbrLightFunctionsCall>[0]
- #include<pbrLightFunctionsCall>[1]
- #include<pbrLightFunctionsCall>[2]
- #include<pbrLightFunctionsCall>[3]
- #ifdef SPECULARTERM
- lightSpecularContribution *= vLightingIntensity.w;
- #endif
- #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
- // Reflection
- vec3 environmentRadiance = vReflectionColor.rgb;
- vec3 environmentIrradiance = vReflectionColor.rgb;
- #ifdef OVERLOADEDVALUES
- environmentIrradiance = mix(environmentIrradiance, vOverloadedReflection, vOverloadedMicroSurface.z);
- environmentRadiance = mix(environmentRadiance, vOverloadedReflection, vOverloadedMicroSurface.z);
- #endif
- environmentRadiance *= vLightingIntensity.z;
- environmentIrradiance *= vLightingIntensity.z;
- // Compute reflection reflectivity fresnel
- vec3 specularEnvironmentR0 = surfaceReflectivityColor.rgb;
- vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0);
- vec3 specularEnvironmentReflectance = FresnelSchlickEnvironmentGGX(clamp(NdotV, 0., 1.), specularEnvironmentR0, specularEnvironmentR90, sqrt(microSurface));
- // Apply Energy Conservation taking in account the environment level only if the environment is present.
- float reflectance = max(max(surfaceReflectivityColor.r, surfaceReflectivityColor.g), surfaceReflectivityColor.b);
- surfaceAlbedo.rgb = (1. - reflectance) * surfaceAlbedo.rgb;
- environmentRadiance *= specularEnvironmentReflectance;
- // Emissive
- vec3 surfaceEmissiveColor = vEmissiveColor;
- #ifdef EMISSIVE
- vec3 emissiveColorTex = texture2D(emissiveSampler, vEmissiveUV).rgb;
- surfaceEmissiveColor = toLinearSpace(emissiveColorTex.rgb) * surfaceEmissiveColor * vEmissiveInfos.y;
- #endif
- #ifdef OVERLOADEDVALUES
- surfaceEmissiveColor = mix(surfaceEmissiveColor, vOverloadedEmissive, vOverloadedIntensity.w);
- #endif
- // Composition
- #ifdef EMISSIVEASILLUMINATION
- vec3 finalDiffuse = max(lightDiffuseContribution * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
-
- #ifdef OVERLOADEDSHADOWVALUES
- shadowedOnlyLightDiffuseContribution = max(shadowedOnlyLightDiffuseContribution * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
- #endif
- #else
- #ifdef LINKEMISSIVEWITHALBEDO
- vec3 finalDiffuse = max((lightDiffuseContribution + surfaceEmissiveColor) * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
- #ifdef OVERLOADEDSHADOWVALUES
- shadowedOnlyLightDiffuseContribution = max((shadowedOnlyLightDiffuseContribution + surfaceEmissiveColor) * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
- #endif
- #else
- vec3 finalDiffuse = max(lightDiffuseContribution * surfaceAlbedoContribution + surfaceEmissiveColor + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
- #ifdef OVERLOADEDSHADOWVALUES
- shadowedOnlyLightDiffuseContribution = max(shadowedOnlyLightDiffuseContribution * surfaceAlbedoContribution + surfaceEmissiveColor + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
- #endif
- #endif
- #endif
- #ifdef OVERLOADEDSHADOWVALUES
- finalDiffuse = mix(finalDiffuse, shadowedOnlyLightDiffuseContribution, (1.0 - vOverloadedShadowIntensity.y));
- #endif
- #ifdef SPECULARTERM
- vec3 finalSpecular = lightSpecularContribution * surfaceReflectivityColor;
- #else
- vec3 finalSpecular = vec3(0.0);
- #endif
- #ifdef SPECULAROVERALPHA
- alpha = clamp(alpha + getLuminance(finalSpecular), 0., 1.);
- #endif
- #ifdef RADIANCEOVERALPHA
- alpha = clamp(alpha + getLuminance(environmentRadiance), 0., 1.);
- #endif
- // Composition
- // Reflection already includes the environment intensity.
- #ifdef EMISSIVEASILLUMINATION
- vec4 finalColor = vec4(finalDiffuse * ambientColor * vLightingIntensity.x + surfaceAlbedo.rgb * environmentIrradiance + finalSpecular * vLightingIntensity.x + environmentRadiance + surfaceEmissiveColor * vLightingIntensity.y, alpha);
- #else
- vec4 finalColor = vec4(finalDiffuse * ambientColor * vLightingIntensity.x + surfaceAlbedo.rgb * environmentIrradiance + finalSpecular * vLightingIntensity.x + environmentRadiance, alpha);
- #endif
- finalColor = max(finalColor, 0.0);
- #ifdef CAMERATONEMAP
- finalColor.rgb = toneMaps(finalColor.rgb);
- #endif
- finalColor.rgb = toGammaSpace(finalColor.rgb);
- #ifdef CAMERACONTRAST
- finalColor = contrasts(finalColor);
- #endif
- gl_FragColor = finalColor;
- }
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