Implement PBR
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14 changed files with 659 additions and 10 deletions
160
assets/shaders/pbr.frag
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assets/shaders/pbr.frag
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#version 330 core
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in vec3 v_normal;
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in vec2 v_tex;
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in vec3 v_position; // view-space position
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out vec4 frag_color;
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// Material inputs
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uniform sampler2D u_base_color_map; // sRGB
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uniform int u_has_base_color_map;
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uniform vec4 u_base_color_factor;
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uniform sampler2D u_metallic_roughness_map; // linear, (r=occlusion in glTF separate, g=roughness, b=metallic)
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uniform int u_has_metallic_roughness_map;
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uniform float u_metallic_factor;
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uniform float u_roughness_factor;
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uniform sampler2D u_occlusion_map; // linear (r)
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uniform int u_has_occlusion_map;
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uniform sampler2D u_emissive_map; // sRGB
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uniform int u_has_emissive_map;
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uniform vec3 u_emissive_factor;
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// Directional light (in view space)
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uniform vec3 u_dir_light_dir; // direction from light towards the scene (L)
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uniform vec3 u_dir_light_color;
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uniform float u_dir_light_intensity;
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// Point lights (in view space)
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#define MAX_POINT_LIGHTS 4
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uniform int u_point_light_count;
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uniform vec3 u_point_light_pos[MAX_POINT_LIGHTS];
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uniform vec3 u_point_light_color[MAX_POINT_LIGHTS];
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uniform float u_point_light_intensity[MAX_POINT_LIGHTS];
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uniform float u_point_light_range[MAX_POINT_LIGHTS];
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const float PI = 3.14159265359;
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vec3 fresnel_schlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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float distribution_ggx(float NdotH, float alpha) {
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float a2 = alpha * alpha;
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float denom = (NdotH * NdotH) * (a2 - 1.0) + 1.0;
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return a2 / (PI * denom * denom + 1e-6);
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}
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float geometry_schlick_ggx(float NdotV, float k) {
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return NdotV / (NdotV * (1.0 - k) + k + 1e-6);
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}
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float geometry_smith(float NdotV, float NdotL, float alpha) {
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// Schlick-GGX with k from alpha for direct lighting
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float k = (alpha + 1.0);
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k = (k * k) / 8.0;
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float ggx1 = geometry_schlick_ggx(NdotV, k);
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float ggx2 = geometry_schlick_ggx(NdotL, k);
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return ggx1 * ggx2;
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}
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struct PBRMaterial {
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vec3 baseColor;
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float metallic;
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float roughness;
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float ao;
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vec3 emissive;
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};
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PBRMaterial getMaterial() {
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// Base color (sampled as sRGB then assumed linear by GL; still gamma-correct final output)
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vec3 baseTex = (u_has_base_color_map != 0) ? texture(u_base_color_map, v_tex).rgb : vec3(1.0);
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vec3 baseColor = baseTex * u_base_color_factor.rgb;
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float metallicTex = (u_has_metallic_roughness_map != 0) ? texture(u_metallic_roughness_map, v_tex).b : 1.0;
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float roughnessTex = (u_has_metallic_roughness_map != 0) ? texture(u_metallic_roughness_map, v_tex).g : 1.0;
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float metallic = clamp(u_metallic_factor * metallicTex, 0.0, 1.0);
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float roughness = clamp(u_roughness_factor * roughnessTex, 0.04, 1.0);
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float ao = (u_has_occlusion_map != 0) ? texture(u_occlusion_map, v_tex).r : 1.0;
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vec3 emissiveTex = (u_has_emissive_map != 0) ? texture(u_emissive_map, v_tex).rgb : vec3(0.0);
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vec3 emissive = emissiveTex * u_emissive_factor;
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PBRMaterial m;
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m.baseColor = baseColor;
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m.metallic = metallic;
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m.roughness = roughness;
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m.ao = ao;
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m.emissive = emissive;
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return m;
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}
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vec3 evaluatePBR(vec3 N, vec3 V, vec3 L, vec3 lightColor, float lightIntensity, PBRMaterial m) {
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vec3 H = normalize(V + L);
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float NdotH = max(dot(N, H), 0.0);
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float HdotV = max(dot(H, V), 0.0);
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if (NdotL <= 0.0 || NdotV <= 0.0) return vec3(0.0);
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float alpha = m.roughness * m.roughness;
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vec3 F0 = mix(vec3(0.04), m.baseColor, m.metallic);
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vec3 F = fresnel_schlick(HdotV, F0);
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float D = distribution_ggx(NdotH, alpha);
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float G = geometry_smith(NdotV, NdotL, alpha);
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vec3 numerator = F * D * G;
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float denominator = max(4.0 * NdotV * NdotL, 1e-6);
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = (vec3(1.0) - kS) * (1.0 - m.metallic);
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vec3 diffuse = (m.baseColor / PI) * kD;
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vec3 radiance = lightColor * lightIntensity;
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return (diffuse + specular) * radiance * NdotL;
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}
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void main() {
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PBRMaterial mat = getMaterial();
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vec3 N = normalize(v_normal);
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vec3 V = normalize(-v_position); // camera at origin in view-space
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vec3 color = vec3(0.0);
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// Directional light contribution
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vec3 Ld = normalize(u_dir_light_dir);
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color += evaluatePBR(N, V, Ld, u_dir_light_color, u_dir_light_intensity, mat);
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// Point lights
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for (int i = 0; i < u_point_light_count && i < MAX_POINT_LIGHTS; ++i) {
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vec3 toLight = u_point_light_pos[i] - v_position;
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float dist = length(toLight);
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vec3 L = toLight / max(dist, 1e-4);
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float cutoff = 1.0 - smoothstep(0.9 * u_point_light_range[i], u_point_light_range[i], dist);
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float attenuation = (1.0 / max(dist * dist, 1e-4)) * cutoff;
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vec3 contrib = evaluatePBR(N, V, L, u_point_light_color[i], u_point_light_intensity[i] * attenuation, mat);
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color += contrib;
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}
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// Simple ambient and AO
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vec3 ambient = 0.03 * mat.baseColor * (1.0 - mat.metallic) * mat.ao;
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color += ambient + mat.emissive;
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// Gamma correction to sRGB
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color = pow(color, vec3(1.0 / 2.2));
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frag_color = vec4(color, u_base_color_factor.a);
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}
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23
assets/shaders/pbr.vert
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23
assets/shaders/pbr.vert
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@ -0,0 +1,23 @@
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#version 330 core
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in vec3 position;
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in vec3 normal;
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in vec2 tex_coords;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform vec2 uv_offset;
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uniform vec2 uv_scale;
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out vec3 v_normal;
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out vec2 v_tex;
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out vec3 v_position; // view-space position
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void main() {
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mat4 modelview = view * model;
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v_normal = transpose(inverse(mat3(modelview))) * normal;
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v_tex = tex_coords * uv_scale + uv_offset;
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v_position = (modelview * vec4(position, 1.0)).xyz;
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gl_Position = projection * modelview * vec4(position, 1.0);
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}
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