add examples shaders_basic_pbr and shaders_hybrid_render
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162
resources/shaders/glsl330/pbr.fs
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162
resources/shaders/glsl330/pbr.fs
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#version 330
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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#define PI 3.14159265358979323846
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 target;
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vec4 color;
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float intensity;
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};
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec3 fragNormal;
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in vec4 shadowPos;
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in mat3 TBN;
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// Output fragment color
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out vec4 finalColor;
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// Input uniform values
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uniform int numOfLights;
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uniform sampler2D albedoMap;
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uniform sampler2D mraMap;
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uniform sampler2D normalMap;
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uniform sampler2D emissiveMap; // r: Hight g:emissive
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uniform vec2 tiling;
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uniform vec2 offset;
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uniform int useTexAlbedo;
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uniform int useTexNormal;
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uniform int useTexMRA;
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uniform int useTexEmissive;
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uniform vec4 albedoColor;
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uniform vec4 emissiveColor;
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uniform float normalValue;
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uniform float metallicValue;
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uniform float roughnessValue;
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uniform float aoValue;
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uniform float emissivePower;
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// Input lighting values
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uniform Light lights[MAX_LIGHTS];
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uniform vec3 viewPos;
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uniform vec3 ambientColor;
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uniform float ambient;
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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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}
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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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}
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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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float ik = 1.0 - k;
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float ggx1 = nDotV/(nDotV*ik + k);
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float ggx2 = nDotL/(nDotL*ik + k);
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return ggx1*ggx2;
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}
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vec3 ComputePBR()
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{
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vec3 albedo = texture(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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float metallic = clamp(metallicValue, 0.0, 1.0);
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float roughness = clamp(roughnessValue, 0.0, 1.0);
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float ao = clamp(aoValue, 0.0, 1.0);
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if (useTexMRA == 1)
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{
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vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y));
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metallic = clamp(mra.r + metallicValue, 0.04, 1.0);
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roughness = clamp(mra.g + roughnessValue, 0.04, 1.0);
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ao = (mra.b + aoValue)*0.5;
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}
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vec3 N = normalize(fragNormal);
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if (useTexNormal == 1)
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{
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N = texture(normalMap, vec2(fragTexCoord.x*tiling.x + offset.y, fragTexCoord.y*tiling.y + offset.y)).rgb;
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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 emissive = vec3(0);
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emissive = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb).g*emissiveColor.rgb*emissivePower*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 lightAccum = vec3(0.0); // Acumulate lighting lum
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for (int i = 0; i < numOfLights; 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 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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float nDotV = max(dot(N,V), 0.0000001);
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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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vec3 spec = (D*G*F)/(4.0*nDotV*nDotL);
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// Difuse and spec light can't be above 1.0
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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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kD *= 1.0 - metallic;
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lightAccum += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*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 + lightAccum*ao + emissive);
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}
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void main()
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{
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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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// Gamma correction
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color = pow(color, vec3(1.0/2.2));
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finalColor = vec4(color, 1.0);
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}
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