realistic.glsl
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@export ecgl.realistic.vertex
@import ecgl.common.transformUniforms
@import ecgl.common.uv.header
@import ecgl.common.attributes
@import ecgl.common.wireframe.vertexHeader
#ifdef VERTEX_COLOR
attribute vec4 a_Color : COLOR;
varying vec4 v_Color;
#endif
#ifdef NORMALMAP_ENABLED
attribute vec4 tangent : TANGENT;
varying vec3 v_Tangent;
varying vec3 v_Bitangent;
#endif
@import ecgl.common.vertexAnimation.header
varying vec3 v_Normal;
varying vec3 v_WorldPosition;
void main()
{
@import ecgl.common.uv.main
@import ecgl.common.vertexAnimation.main
gl_Position = worldViewProjection * vec4(pos, 1.0);
v_Normal = normalize((worldInverseTranspose * vec4(norm, 0.0)).xyz);
v_WorldPosition = (world * vec4(pos, 1.0)).xyz;
#ifdef VERTEX_COLOR
v_Color = a_Color;
#endif
#ifdef NORMALMAP_ENABLED
v_Tangent = normalize((worldInverseTranspose * vec4(tangent.xyz, 0.0)).xyz);
v_Bitangent = normalize(cross(v_Normal, v_Tangent) * tangent.w);
#endif
@import ecgl.common.wireframe.vertexMain
}
@end
@export ecgl.realistic.fragment
#define LAYER_DIFFUSEMAP_COUNT 0
#define LAYER_EMISSIVEMAP_COUNT 0
#define PI 3.14159265358979
#define ROUGHNESS_CHANEL 0
#define METALNESS_CHANEL 1
#define NORMAL_UP_AXIS 1
#define NORMAL_FRONT_AXIS 2
#ifdef VERTEX_COLOR
varying vec4 v_Color;
#endif
@import ecgl.common.uv.fragmentHeader
varying vec3 v_Normal;
varying vec3 v_WorldPosition;
// diffuseMap, bumpMap use v_Texcoord
uniform sampler2D diffuseMap;
// detailMap, metalnessMap, roughnessMap, normalMap use v_DetailTexcoord.
uniform sampler2D detailMap;
uniform sampler2D metalnessMap;
uniform sampler2D roughnessMap;
@import ecgl.common.layers.header
uniform float emissionIntensity: 1.0;
uniform vec4 color : [1.0, 1.0, 1.0, 1.0];
uniform float metalness : 0.0;
uniform float roughness : 0.5;
uniform mat4 viewInverse : VIEWINVERSE;
#ifdef ATMOSPHERE_ENABLED
uniform mat4 viewTranspose: VIEWTRANSPOSE;
uniform vec3 glowColor;
uniform float glowPower;
#endif
#ifdef AMBIENT_LIGHT_COUNT
@import clay.header.ambient_light
#endif
#ifdef AMBIENT_SH_LIGHT_COUNT
@import clay.header.ambient_sh_light
#endif
#ifdef AMBIENT_CUBEMAP_LIGHT_COUNT
@import clay.header.ambient_cubemap_light
#endif
#ifdef DIRECTIONAL_LIGHT_COUNT
@import clay.header.directional_light
#endif
@import ecgl.common.normalMap.fragmentHeader
@import ecgl.common.ssaoMap.header
@import ecgl.common.bumpMap.header
@import clay.util.srgb
@import clay.util.rgbm
@import ecgl.common.wireframe.fragmentHeader
@import clay.plugin.compute_shadow_map
// Fresnel
vec3 F_Schlick(float ndv, vec3 spec) {
return spec + (1.0 - spec) * pow(1.0 - ndv, 5.0);
}
float D_Phong(float g, float ndh) {
// from black ops 2
float a = pow(8192.0, g);
return (a + 2.0) / 8.0 * pow(ndh, a);
}
void main()
{
vec4 albedoColor = color;
vec3 eyePos = viewInverse[3].xyz;
vec3 V = normalize(eyePos - v_WorldPosition);
#ifdef VERTEX_COLOR
// PENDING
#ifdef SRGB_DECODE
albedoColor *= sRGBToLinear(v_Color);
#else
albedoColor *= v_Color;
#endif
#endif
@import ecgl.common.albedo.main
@import ecgl.common.diffuseLayer.main
albedoColor *= albedoTexel;
float m = metalness;
#ifdef METALNESSMAP_ENABLED
float m2 = texture2D(metalnessMap, v_DetailTexcoord)[METALNESS_CHANEL];
// Adjust the brightness
m = clamp(m2 + (m - 0.5) * 2.0, 0.0, 1.0);
#endif
vec3 baseColor = albedoColor.rgb;
albedoColor.rgb = baseColor * (1.0 - m);
vec3 specFactor = mix(vec3(0.04), baseColor, m);
float g = 1.0 - roughness;
#ifdef ROUGHNESSMAP_ENABLED
float g2 = 1.0 - texture2D(roughnessMap, v_DetailTexcoord)[ROUGHNESS_CHANEL];
// Adjust the brightness
g = clamp(g2 + (g - 0.5) * 2.0, 0.0, 1.0);
#endif
vec3 N = v_Normal;
#ifdef DOUBLE_SIDED
if (dot(N, V) < 0.0) {
N = -N;
}
#endif
float ambientFactor = 1.0;
#ifdef BUMPMAP_ENABLED
N = bumpNormal(v_WorldPosition, v_Normal, N);
// PENDING
ambientFactor = dot(v_Normal, N);
#endif
@import ecgl.common.normalMap.fragmentMain
vec3 N2 = vec3(N.x, N[NORMAL_UP_AXIS], N[NORMAL_FRONT_AXIS]);
vec3 diffuseTerm = vec3(0.0);
vec3 specularTerm = vec3(0.0);
float ndv = clamp(dot(N, V), 0.0, 1.0);
vec3 fresnelTerm = F_Schlick(ndv, specFactor);
@import ecgl.common.ssaoMap.main
#ifdef AMBIENT_LIGHT_COUNT
for(int _idx_ = 0; _idx_ < AMBIENT_LIGHT_COUNT; _idx_++)
{{
// Multiply a dot factor to make sure the bump detail can be seen
// in the dark side
diffuseTerm += ambientLightColor[_idx_] * ambientFactor * ao;
}}
#endif
#ifdef AMBIENT_SH_LIGHT_COUNT
for(int _idx_ = 0; _idx_ < AMBIENT_SH_LIGHT_COUNT; _idx_++)
{{
diffuseTerm += calcAmbientSHLight(_idx_, N2) * ambientSHLightColor[_idx_] * ao;
}}
#endif
#ifdef DIRECTIONAL_LIGHT_COUNT
#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)
float shadowContribsDir[DIRECTIONAL_LIGHT_COUNT];
if(shadowEnabled)
{
computeShadowOfDirectionalLights(v_WorldPosition, shadowContribsDir);
}
#endif
for(int _idx_ = 0; _idx_ < DIRECTIONAL_LIGHT_COUNT; _idx_++)
{{
vec3 L = -directionalLightDirection[_idx_];
vec3 lc = directionalLightColor[_idx_];
vec3 H = normalize(L + V);
float ndl = clamp(dot(N, normalize(L)), 0.0, 1.0);
float ndh = clamp(dot(N, H), 0.0, 1.0);
float shadowContrib = 1.0;
#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)
if (shadowEnabled)
{
shadowContrib = shadowContribsDir[_idx_];
}
#endif
vec3 li = lc * ndl * shadowContrib;
diffuseTerm += li;
specularTerm += li * fresnelTerm * D_Phong(g, ndh);
}}
#endif
#ifdef AMBIENT_CUBEMAP_LIGHT_COUNT
vec3 L = reflect(-V, N);
L = vec3(L.x, L[NORMAL_UP_AXIS], L[NORMAL_FRONT_AXIS]);
float rough2 = clamp(1.0 - g, 0.0, 1.0);
// FIXME fixed maxMipmapLevel ?
float bias2 = rough2 * 5.0;
// One brdf lookup is enough
vec2 brdfParam2 = texture2D(ambientCubemapLightBRDFLookup[0], vec2(rough2, ndv)).xy;
vec3 envWeight2 = specFactor * brdfParam2.x + brdfParam2.y;
vec3 envTexel2;
for(int _idx_ = 0; _idx_ < AMBIENT_CUBEMAP_LIGHT_COUNT; _idx_++)
{{
envTexel2 = RGBMDecode(textureCubeLodEXT(ambientCubemapLightCubemap[_idx_], L, bias2), 8.12);
// TODO mix ?
specularTerm += ambientCubemapLightColor[_idx_] * envTexel2 * envWeight2 * ao;
}}
#endif
gl_FragColor.rgb = albedoColor.rgb * diffuseTerm + specularTerm;
gl_FragColor.a = albedoColor.a;
#ifdef ATMOSPHERE_ENABLED
float atmoIntensity = pow(1.0 - dot(v_Normal, (viewTranspose * vec4(0.0, 0.0, 1.0, 0.0)).xyz), glowPower);
gl_FragColor.rgb += glowColor * atmoIntensity;
#endif
#ifdef SRGB_ENCODE
gl_FragColor = linearTosRGB(gl_FragColor);
#endif
@import ecgl.common.emissiveLayer.main
@import ecgl.common.wireframe.fragmentMain
}
@end