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#version 330
uniform vec3 SHCoeffs[9];
uniform uint analytic;
uniform uint hasNormalMap;
uniform uint hasAlbedoMap;
uniform sampler2D AlbedoMap;
uniform sampler2D NormalMap;
in VertexData {
vec3 Position;
vec3 Depth;
vec3 ModelNormal;
vec2 Texcoord;
vec3 Tangent;
vec3 Bitangent;
vec3 PRT1;
vec3 PRT2;
vec3 PRT3;
vec3 Label;
} VertexIn;
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 FragNormal;
layout (location = 2) out vec4 FragPosition;
layout (location = 3) out vec4 FragAlbedo;
layout (location = 4) out vec4 FragShading;
layout (location = 5) out vec4 FragPRT1;
layout (location = 6) out vec4 FragPRT2;
// layout (location = 7) out vec4 FragPRT3;
layout (location = 7) out vec4 FragLabel;
vec4 gammaCorrection(vec4 vec, float g)
{
return vec4(pow(vec.x, 1.0/g), pow(vec.y, 1.0/g), pow(vec.z, 1.0/g), vec.w);
}
vec3 gammaCorrection(vec3 vec, float g)
{
return vec3(pow(vec.x, 1.0/g), pow(vec.y, 1.0/g), pow(vec.z, 1.0/g));
}
void evaluateH(vec3 n, out float H[9])
{
float c1 = 0.429043, c2 = 0.511664,
c3 = 0.743125, c4 = 0.886227, c5 = 0.247708;
H[0] = c4;
H[1] = 2.0 * c2 * n[1];
H[2] = 2.0 * c2 * n[2];
H[3] = 2.0 * c2 * n[0];
H[4] = 2.0 * c1 * n[0] * n[1];
H[5] = 2.0 * c1 * n[1] * n[2];
H[6] = c3 * n[2] * n[2] - c5;
H[7] = 2.0 * c1 * n[2] * n[0];
H[8] = c1 * (n[0] * n[0] - n[1] * n[1]);
}
vec3 evaluateLightingModel(vec3 normal)
{
float H[9];
evaluateH(normal, H);
vec3 res = vec3(0.0);
for (int i = 0; i < 9; i++) {
res += H[i] * SHCoeffs[i];
}
return res;
}
// nC: coarse geometry normal, nH: fine normal from normal map
vec3 evaluateLightingModelHybrid(vec3 nC, vec3 nH, mat3 prt)
{
float HC[9], HH[9];
evaluateH(nC, HC);
evaluateH(nH, HH);
vec3 res = vec3(0.0);
vec3 shadow = vec3(0.0);
vec3 unshadow = vec3(0.0);
for(int i = 0; i < 3; ++i){
for(int j = 0; j < 3; ++j){
int id = i*3+j;
res += HH[id]* SHCoeffs[id];
shadow += prt[i][j] * SHCoeffs[id];
unshadow += HC[id] * SHCoeffs[id];
}
}
vec3 ratio = clamp(shadow/unshadow,0.0,1.0);
res = ratio * res;
return res;
}
vec3 evaluateLightingModelPRT(mat3 prt)
{
vec3 res = vec3(0.0);
for(int i = 0; i < 3; ++i){
for(int j = 0; j < 3; ++j){
res += prt[i][j] * SHCoeffs[i*3+j];
}
}
return res;
}
void main()
{
vec2 uv = VertexIn.Texcoord;
vec3 nC = normalize(VertexIn.ModelNormal);
vec3 nml = nC;
mat3 prt = mat3(VertexIn.PRT1, VertexIn.PRT2, VertexIn.PRT3);
if(hasAlbedoMap == uint(0))
FragAlbedo = vec4(1.0);
else
FragAlbedo = texture(AlbedoMap, uv);//gammaCorrection(texture(AlbedoMap, uv), 1.0/2.2);
if(hasNormalMap == uint(0))
{
if(analytic == uint(0))
FragShading = vec4(evaluateLightingModelPRT(prt), 1.0f);
else
FragShading = vec4(evaluateLightingModel(nC), 1.0f);
}
else
{
vec3 n_tan = normalize(texture(NormalMap, uv).rgb*2.0-vec3(1.0));
mat3 TBN = mat3(normalize(VertexIn.Tangent),normalize(VertexIn.Bitangent),nC);
vec3 nH = normalize(TBN * n_tan);
if(analytic == uint(0))
FragShading = vec4(evaluateLightingModelHybrid(nC,nH,prt),1.0f);
else
FragShading = vec4(evaluateLightingModel(nH), 1.0f);
nml = nH;
}
FragShading = gammaCorrection(FragShading, 2.2);
FragColor = clamp(FragAlbedo * FragShading, 0.0, 1.0);
FragNormal = vec4(0.5*(nml+vec3(1.0)), 1.0);
FragPosition = vec4(VertexIn.Depth.xyz, 1.0);
FragShading = vec4(clamp(0.5*FragShading.xyz, 0.0, 1.0),1.0);
// FragColor = gammaCorrection(clamp(FragAlbedo * FragShading, 0.0, 1.0),2.2);
// FragNormal = vec4(0.5*(nml+vec3(1.0)), 1.0);
// FragPosition = vec4(VertexIn.Position,VertexIn.Depth.x);
// FragShading = vec4(gammaCorrection(clamp(0.5*FragShading.xyz, 0.0, 1.0),2.2),1.0);
// FragAlbedo = gammaCorrection(FragAlbedo,2.2);
FragPRT1 = vec4(VertexIn.PRT1,1.0);
FragPRT2 = vec4(VertexIn.PRT2,1.0);
// FragPRT3 = vec4(VertexIn.PRT3,1.0);
FragLabel = vec4(VertexIn.Label,1.0);
}