Factorize DiffuseIBL and SpecularIBL
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@ -1,57 +1,26 @@
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uniform float blueLmn[9];
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uniform float greenLmn[9];
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uniform float redLmn[9];
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform samplerCube tex;
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uniform mat4 TransposeViewMatrix;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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mat4 getMatrix(float L[9])
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{
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float c1 = 0.429043, c2 = 0.511664, c3 = 0.743125, c4 = 0.886227, c5 = 0.247708;
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return mat4(
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c1 * L[8] /*L22*/, c1 * L[4] /*L2-2*/, c1 * L[7] /*L21*/, c2 * L[3] /*L11*/,
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c1 * L[4], - c1 * L[8], c1 * L[5] /*L2-1*/, c2 * L[1] /*L1-1*/,
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c1 * L[7], c1 * L[5], c3 * L[6] /*L20*/, c2 * L[2] /*L10*/,
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c2 * L[3], c2 * L[1], c2 * L[2], c4 * L[0] /*L00*/ - c5 * L[6]
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);
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}
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vec3 DiffuseIBL(vec3 normal);
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vec3 SpecularIBL(vec3 normal, vec3 V, float roughness);
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void main(void)
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{
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vec2 uv = gl_FragCoord.xy / screen;
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vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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// Convert normal in world space (where SH coordinates were computed)
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vec4 extendednormal = TransposeViewMatrix * vec4(normal, 0.);
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extendednormal.w = 1.;
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mat4 rmat = getMatrix(redLmn);
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mat4 gmat = getMatrix(greenLmn);
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mat4 bmat = getMatrix(blueLmn);
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float r = dot(extendednormal, rmat * extendednormal);
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float g = dot(extendednormal, gmat * extendednormal);
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float b = dot(extendednormal, bmat * extendednormal);
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Diff = max(0.25 * vec4(r, g, b, .1), vec4(0.));
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Diff = vec4(0.25 * DiffuseIBL(normal), 1.);
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float z = texture(dtex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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vec3 eyedir = -normalize(xpos.xyz);
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vec3 sampleDirection = reflect(-eyedir, normal);
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sampleDirection = (InverseViewMatrix * vec4(sampleDirection, 0.)).xyz;
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float specval = texture(ntex, uv).z;
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// Assume 8 level of lod (ie 256x256 texture)
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float lodval = 8. * (1. - specval);
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vec4 specular = textureLod(tex, sampleDirection, lodval);
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Spec = max(specular, vec4(0.));
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Spec = vec4(SpecularIBL(normal, eyedir, specval), 1.);
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}
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32
data/shaders/utils/DiffuseIBL.frag
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32
data/shaders/utils/DiffuseIBL.frag
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@ -0,0 +1,32 @@
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uniform float blueLmn[9];
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uniform float greenLmn[9];
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uniform float redLmn[9];
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uniform mat4 TransposeViewMatrix;
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mat4 getMatrix(float L[9])
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{
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float c1 = 0.429043, c2 = 0.511664, c3 = 0.743125, c4 = 0.886227, c5 = 0.247708;
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return mat4(
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c1 * L[8] /*L22*/, c1 * L[4] /*L2-2*/, c1 * L[7] /*L21*/, c2 * L[3] /*L11*/,
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c1 * L[4], - c1 * L[8], c1 * L[5] /*L2-1*/, c2 * L[1] /*L1-1*/,
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c1 * L[7], c1 * L[5], c3 * L[6] /*L20*/, c2 * L[2] /*L10*/,
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c2 * L[3], c2 * L[1], c2 * L[2], c4 * L[0] /*L00*/ - c5 * L[6]
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);
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}
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vec3 DiffuseIBL(vec3 normal)
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{
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// Convert normal in world space (where SH coordinates were computed)
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vec4 extendednormal = TransposeViewMatrix * vec4(normal, 0.);
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extendednormal.w = 1.;
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mat4 rmat = getMatrix(redLmn);
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mat4 gmat = getMatrix(greenLmn);
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mat4 bmat = getMatrix(blueLmn);
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float r = dot(extendednormal, rmat * extendednormal);
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float g = dot(extendednormal, gmat * extendednormal);
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float b = dot(extendednormal, bmat * extendednormal);
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return max(vec3(r, g, b), vec3(0.));
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}
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11
data/shaders/utils/SpecularIBL.frag
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11
data/shaders/utils/SpecularIBL.frag
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@ -0,0 +1,11 @@
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uniform samplerCube probe;
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vec3 SpecularIBL(vec3 normal, vec3 V, float roughness)
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{
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vec3 sampleDirection = reflect(-V, normal);
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sampleDirection = (InverseViewMatrix * vec4(sampleDirection, 0.)).xyz;
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// Assume 8 level of lod (ie 256x256 texture)
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float lodval = 8. * (1. - roughness);
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return textureLod(probe, sampleDirection, lodval).rgb;
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}
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@ -1649,9 +1649,11 @@ namespace FullScreenShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/decodeNormal.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/DiffuseIBL.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/SpecularIBL.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/IBL.frag").c_str());
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AssignUniforms("TransposeViewMatrix", "blueLmn[0]", "greenLmn[0]", "redLmn[0]");
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AssignSamplerNames(Program, 0, "ntex", 1, "dtex", 2, "tex");
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AssignSamplerNames(Program, 0, "ntex", 1, "dtex", 2, "probe");
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}
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ShadowedSunLightShader::ShadowedSunLightShader()
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