mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
325 lines
8.4 KiB
Plaintext
325 lines
8.4 KiB
Plaintext
#version 450
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// PBR_Test - 2v_S - 2015-05-24
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// https://www.shadertoy.com/view/MIB3DV
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// Physically Based Rendering Tes
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/*
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* References :
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*
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* http://renderwonk.com/publications/s2010-shading-course/hoffman/s2010_physically_based_shading_hoffman_b_notes.pdf
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*
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* http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
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*
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* http://graphicrants.blogspot.fr/2013/08/specular-brdf-reference.html
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*
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* http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/
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*
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* http://blog.selfshadow.com/publications/s2013-shading-course/#course_content
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*
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* Ray marching code from iq
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*/
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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const vec2 madd = vec2(0.5, 0.5);
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = gl_Position.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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float iGlobalTime = float(global.FrameCount)*0.025;
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vec2 iResolution = global.OutputSize.xy;
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#define NB_LIGHTS 3
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// Metals values in linear space
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#define GOLD vec3(1.0, 0.71, 0.29)
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#define COPPER vec3(0.95, 0.64, 0.54)
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#define IRON vec3(0.56, 0.57, 0.58)
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#define ALUMINIUM vec3(0.91, 0.92, 0.92)
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#define SILVER vec3(0.95, 0.93, 0.88)
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float fPlane( vec3 p, vec4 n )
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{
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// n must be normalized
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return dot(p,n.xyz) + n.w;
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}
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float fSphere( vec3 p, float s )
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{
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return length(p)-s;
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}
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float opS( float d1, float d2 )
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{
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return max(-d2,d1);
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}
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vec2 opU( vec2 d1, vec2 d2 )
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{
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return (d1.x<d2.x) ? d1 : d2;
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}
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vec3 opRep( vec3 p, vec3 c )
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{
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return mod(p,c)-0.5*c;
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}
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// ---- Scene definition
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vec2 fScene(vec3 p) {
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vec3 pSphere = p/*opRep(p, vec3( 2.0, 0.0, 2.0))*/;
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vec2 sphere0 = vec2(fSphere(p, 1.0), 0.5);
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vec2 sphere1 = vec2(fSphere(p+vec3(2.1, 0.0, 2.0), 1.0), 2.5);
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vec2 sphere2 = vec2(fSphere(p+vec3(-2.1, 0.0, 2.0), 1.0), 3.5);
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vec2 sphere3 = vec2(fSphere(p+vec3(2.1, 0.0, -2.0), 1.0), 4.5);
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vec2 sphere4 = vec2(fSphere(p+vec3(-2.1, 0.0, -2.0), 1.0), 5.5);
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vec2 plane = vec2(fPlane(p, vec4(0, 1, 0, 1.0)), 1.5);
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return opU(opU(opU(opU(opU(plane, sphere0), sphere1), sphere2), sphere3), sphere4);
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}
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// -----
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vec2 castRay( in vec3 ro, in vec3 rd )
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{
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float tmin = 1.0;
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float tmax = 100.0;
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float precis = 0.00001;
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float t = tmin;
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float m = -1.0;
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for( int i=0; i<50; i++ )
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{
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vec2 res = fScene( ro+rd*t );
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if( res.x<precis || t>tmax ) break;
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t += res.x;
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m = res.y;
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}
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if( t>tmax ) m=-1.0;
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return vec2( t, m );
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}
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float softshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
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{
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float res = 1.0;
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float t = mint;
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for( int i=0; i<16; i++ )
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{
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float h = fScene( ro + rd*t ).x;
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res = min( res, 8.0*h/t );
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t += clamp( h, 0.02, 0.10 );
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if( h<0.001 || t>tmax ) break;
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}
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return clamp( res, 0.0, 1.0 );
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}
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vec3 calcNormal( in vec3 pos )
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{
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vec3 eps = vec3( 0.001, 0.0, 0.0 );
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vec3 nor = vec3(
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fScene(pos+eps.xyy).x - fScene(pos-eps.xyy).x,
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fScene(pos+eps.yxy).x - fScene(pos-eps.yxy).x,
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fScene(pos+eps.yyx).x - fScene(pos-eps.yyx).x );
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return normalize(nor);
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}
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struct Light {
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vec3 pos;
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vec3 color;
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};
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Light lights[NB_LIGHTS];
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float G1V ( float dotNV, float k ) {
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return 1.0 / (dotNV*(1.0 - k) + k);
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}
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vec3 computePBRLighting ( in Light light, in vec3 position, in vec3 N, in vec3 V, in vec3 albedo, in float roughness, in vec3 F0 ) {
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float alpha = roughness*roughness;
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vec3 L = normalize(light.pos.xyz - position);
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vec3 H = normalize (V + L);
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float dotNL = clamp (dot (N, L), 0.0, 1.0);
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float dotNV = clamp (dot (N, V), 0.0, 1.0);
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float dotNH = clamp (dot (N, H), 0.0, 1.0);
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float dotLH = clamp (dot (L, H), 0.0, 1.0);
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float D, vis;
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vec3 F;
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// NDF : GGX
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float alphaSqr = alpha*alpha;
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float pi = 3.1415926535;
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float denom = dotNH * dotNH *(alphaSqr - 1.0) + 1.0;
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D = alphaSqr / (pi * denom * denom);
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// Fresnel (Schlick)
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float dotLH5 = pow (1.0 - dotLH, 5.0);
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F = F0 + (1.0 - F0)*(dotLH5);
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// Visibility term (G) : Smith with Schlick's approximation
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float k = alpha / 2.0;
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vis = G1V (dotNL, k) * G1V (dotNV, k);
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vec3 specular = /*dotNL **/ D * F * vis;
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vec3 ambient = vec3(.01);
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float invPi = 0.31830988618;
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vec3 diffuse = (albedo * invPi);
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return ambient + (diffuse + specular) * light.color.xyz * dotNL ;
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}
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vec3 addPBR( in vec3 position, in vec3 N, in vec3 V, in vec3 baseColor, in float metalMask, in float smoothness, in float reflectance) {
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vec3 color = vec3(0.0);
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float roughness = 1.0 - smoothness*smoothness;
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vec3 F0 = 0.16*reflectance*reflectance * (1.0-metalMask) + baseColor*metalMask;
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vec3 albedo = baseColor;
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float s = 0.0;
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for ( int i = 0; i < NB_LIGHTS; ++i ) {
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vec3 col = computePBRLighting ( lights[i], position, N, V, albedo, roughness, F0);
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color += col;
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s += softshadow( position, normalize(lights[i].pos.xyz - position), 0.02, 2.5 );
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}
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return color*s;
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}
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vec3 render( in vec3 ro, in vec3 rd )
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{
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vec3 col = vec3(0.8, 0.9, 1.0)*8.0; // Sky color
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vec2 res = castRay( ro, rd );
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float t = res.x;
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float m = res.y;
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vec3 p = ro + t*rd;
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if(m>-0.5) { // Intersection found
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if( m < 1.0 ) {
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// float f = mod( floor( 5.0*p.z ) + floor( 5.0*p.x ), 2.0 );
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vec3 sur = vec3(1.0,1.0,1.0)*smoothstep(-1.0,-0.6,sin(16.0*p.x));
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col = addPBR( p, calcNormal( p ), -rd, GOLD*sur, sur.x, 0.3+0.6*sur.x, 0.5 );
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}
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else if( m < 2.0 ) {
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float f = mod( floor( 5.0*p.z ) + floor( 5.0*p.x ), 2.0 );
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col = addPBR(p, calcNormal( p ), -rd, vec3(0.5), 0.0, 0.3+0.6*f, 0.5 );
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}
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else if( m < 3.0 ) {
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vec3 sur = vec3(1.0,1.0,1.0)*smoothstep(-1.0,-0.4,sin(18.0*p.x));
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col = addPBR( p, calcNormal( p ), -rd, COPPER*sur, sur.x, 0.3+0.6*sur.x, 0.5 );
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}
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else if( m < 4.0 ) {
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vec3 sur = vec3(1.0,1.0,1.0)*smoothstep(-1.0,-0.0995,sin(106.0*p.x))*smoothstep(-1.0,-0.9,sin(47.0*p.z));
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col = addPBR( p, calcNormal( p ), -rd, vec3(0.2), 1.0-sur.x, 0.9*sur.x, 0.5 );
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}
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else if( m < 5.0 ) {
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vec3 sur = vec3(1.0)*smoothstep(-1.0,-0.765,sin(24.0*p.x))*smoothstep(-1.0,-0.4,sin(70.9*p.z));
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col = addPBR( p, calcNormal( p ), -rd, GOLD*(1.0-sur), sur.x, 0.3+0.6*sur.x, 0.5 );
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}
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else if( m < 6.0 ) {
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vec3 sur = vec3(1.0,1.0,1.0)*smoothstep(-1.0,-0.4,sin(18.0*p.x));
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col = addPBR( p, calcNormal( p ), -rd, ALUMINIUM*sur, sur.x, 0.3+0.6*sur.x, 0.5 );
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}
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}
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return col;
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}
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mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
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{
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vec3 cw = normalize(ta-ro);
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vec3 cp = vec3(sin(cr), cos(cr),0.0);
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vec3 cu = normalize( cross(cw,cp) );
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vec3 cv = normalize( cross(cu,cw) );
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return mat3( cu, cv, cw );
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}
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vec4 hejlToneMapping (in vec4 color) {
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vec4 x = max(vec4(0.0), color-vec4(0.004));
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return (x * ((6.2*x)+vec4(0.5))) / max(x * ((6.2*x)+vec4(1.7))+vec4(0.06), vec4(1e-8));
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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float time = 0.25*iGlobalTime;
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lights[0] = Light(vec3(0.0, 5.0, .0), vec3(1.0));
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lights[1] = Light(vec3(12.0*sin(iGlobalTime), 8.0, 12.0*cos(iGlobalTime)), vec3(1.0));
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lights[2] = Light(vec3(-12.0*cos(-iGlobalTime), 8.0, 12.0*sin(-iGlobalTime)), vec3(.05));
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vec2 q = fragCoord.xy/iResolution.xy;
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vec2 p = -1.0+2.0*q;
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p.x *= iResolution.x/iResolution.y;
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#ifdef MOUSE
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vec2 mo = iMouse.xy/iResolution.xy;
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#else
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vec2 mo = 0.0/iResolution.xy;
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#endif
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// camera
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vec3 ro = vec3( 7.0*sin(time), 3.6 , -7.0*cos(time) );
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vec3 ta = vec3( 0.0 );
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// camera-to-world transformation
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mat3 ca = setCamera( ro, ta, 0.0 );
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// ray direction
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vec3 rd = ca * normalize( vec3(p.xy,2.5) );
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// render
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vec3 col = render( ro, rd );
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#if 0
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col = pow( col, vec3(0.4545) );
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fragColor=vec4( col, 1.0 );
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#else
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float exposure = 0.032 + 0.023*sin(time-3.14);
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fragColor = hejlToneMapping(vec4(col, 1.0) * exposure) ;
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#endif
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}
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void main(void)
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{
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//just some shit to wrap shadertoy's stuff
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vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
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FragmentCoord.y = -FragmentCoord.y;
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mainImage(FragColor,FragmentCoord);
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}
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