Spaces:
Runtime error
Runtime error
File size: 3,473 Bytes
c7f097c |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 |
#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 ModelNormal;
vec3 CameraNormal;
vec2 Texcoord;
vec3 Tangent;
vec3 Bitangent;
vec3 PRT1;
vec3 PRT2;
vec3 PRT3;
} VertexIn;
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 FragPosition;
layout (location = 2) out vec4 FragNormal;
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 nM = normalize(VertexIn.ModelNormal);
vec3 nC = normalize(VertexIn.CameraNormal);
vec3 nml = nC;
mat3 prt = mat3(VertexIn.PRT1, VertexIn.PRT2, VertexIn.PRT3);
vec4 albedo, shading;
if(hasAlbedoMap == uint(0))
albedo = vec4(1.0);
else
albedo = texture(AlbedoMap, uv);//gammaCorrection(texture(AlbedoMap, uv), 1.0/2.2);
if(hasNormalMap == uint(0))
{
if(analytic == uint(0))
shading = vec4(evaluateLightingModelPRT(prt), 1.0f);
else
shading = 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))
shading = vec4(evaluateLightingModelHybrid(nC,nH,prt),1.0f);
else
shading = vec4(evaluateLightingModel(nH), 1.0f);
nml = nH;
}
shading = gammaCorrection(shading, 2.2);
FragColor = clamp(albedo * shading, 0.0, 1.0);
FragPosition = vec4(VertexIn.Position,1.0);
FragNormal = vec4(0.5*(nM+vec3(1.0)),1.0);
} |