Switch-Toolbox/Toolbox/Shader/Bfres/BFRES_PBR.frag
2019-05-30 19:34:23 -04:00

381 lines
9.9 KiB
GLSL

#version 330
in vec2 f_texcoord0;
in vec2 f_texcoord1;
in vec2 f_texcoord2;
in vec2 f_texcoord3;
in vec3 objectPosition;
in vec3 normal;
in vec4 vertexColor;
in vec3 tangent;
in vec3 bitangent;
in vec3 boneWeightsColored;
// Viewport Camera/Lighting
uniform mat4 mtxCam;
uniform mat4 mtxMdl;
uniform vec3 specLightDirection;
uniform vec3 difLightDirection;
uniform mat4 projMatrix;
uniform mat4 normalMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 rotationMatrix;
uniform vec4 pickingColor;
uniform int useImageBasedLighting;
uniform int enableCellShading;
uniform vec3 camPos;
uniform vec3 light1Pos;
const float levels = 3.0;
// Viewport Settings
uniform int uvChannel;
uniform int renderType;
uniform int useNormalMap;
uniform vec4 colorSamplerUV;
uniform int renderVertColor;
uniform vec3 difLightColor;
uniform vec3 ambLightColor;
uniform int colorOverride;
uniform float DefaultMetalness;
uniform float DefaultRoughness;
// Channel Toggles
uniform int renderR;
uniform int renderG;
uniform int renderB;
uniform int renderAlpha;
// Texture Samplers
uniform sampler2D DiffuseMap;
uniform sampler2D BakeShadowMap;
uniform sampler2D NormalMap;
uniform sampler2D BakeLightMap;
uniform sampler2D UVTestPattern;
uniform sampler2D TransparencyMap;
uniform sampler2D EmissionMap;
uniform sampler2D SpecularMap;
uniform sampler2D DiffuseLayer;
uniform sampler2D MetalnessMap;
uniform sampler2D RoughnessMap;
uniform sampler2D MRA;
uniform sampler2D BOTWSpecularMap;
uniform sampler2D SphereMap;
uniform sampler2D SubSurfaceScatteringMap;
uniform samplerCube irradianceMap;
uniform samplerCube specularIbl;
uniform sampler2D brdfLUT;
// Shader Params
uniform float normal_map_weight;
uniform float ao_density;
uniform float emission_intensity;
uniform vec4 fresnelParams;
uniform vec4 base_color_mul_color;
uniform vec3 emission_color;
uniform vec3 specular_color;
// Shader Options
uniform float uking_texture2_texcoord;
uniform float bake_shadow_type;
uniform float enable_fresnel;
uniform float enable_emission;
uniform float cSpecularType;
// Shader Options
uniform float bake_light_type;
uniform float bake_calc_type;
// Texture Map Toggles
uniform int HasDiffuse;
uniform int HasNormalMap;
uniform int HasSpecularMap;
uniform int HasShadowMap;
uniform int HasAmbientOcclusionMap;
uniform int HasLightMap;
uniform int HasTransparencyMap;
uniform int HasEmissionMap;
uniform int HasDiffuseLayer;
uniform int HasMetalnessMap;
uniform int HasRoughnessMap;
uniform int HasMRA;
uniform int HasBOTWSpecularMap;
uniform int HasSubSurfaceScatteringMap;
uniform int roughnessAmount;
uniform int UseAOMap;
uniform int UseCavityMap;
uniform int UseMetalnessMap;
uniform int UseRoughnessMap;
int isTransparent;
struct VertexAttributes {
vec3 objectPosition;
vec2 texCoord;
vec2 texCoord2;
vec2 texCoord3;
vec4 vertexColor;
vec3 normal;
vec3 viewNormal;
vec3 tangent;
vec3 bitangent;
};
out vec4 fragColor;
#define gamma 2.2
const float PI = 3.14159265359;
struct BakedData
{
float shadowIntensity;
float aoIntensity;
vec3 indirectLighting;
};
// Defined in BFRES_Utility.frag.
BakedData ShadowMapBaked(sampler2D ShadowMap, sampler2D LightMap, vec2 texCoordBake0, vec2 texCoordBake1, int ShadowType, int LightType, int CalcType, vec3 NormalMap);
vec3 CalcBumpedNormal(vec3 normal, sampler2D normalMap, VertexAttributes vert, float texCoordIndex);
//float AmbientOcclusionBlend(sampler2D BakeShadowMap, VertexAttributes vert, float ao_density);
vec3 EmissionPass(sampler2D EmissionMap, float emission_intensity, VertexAttributes vert, float texCoordIndex, vec3 emission_color);
// Shader code adapted from learnopengl.com's PBR tutorial:
// https://learnopengl.com/PBR/Theory
vec3 FresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 saturation(vec3 rgb, float adjustment)
{
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
vec3 intensity = vec3(dot(rgb, W));
return mix(intensity, rgb, adjustment);
}
void main()
{
bool RenderAsLighting = renderType == 2;
fragColor = vec4(1);
// Create a struct for passing all the vertex attributes to other functions.
VertexAttributes vert;
vert.objectPosition = objectPosition;
vert.texCoord = f_texcoord0;
vert.texCoord2 = f_texcoord1;
vert.texCoord3 = f_texcoord2;
vert.vertexColor = vertexColor;
vert.normal = normal;
vert.tangent = tangent;
vert.bitangent = bitangent;
vec3 lightColor = vec3(10);
// Wireframe color.
if (colorOverride == 1)
{
fragColor = vec4(1);
return;
}
vec3 albedo = vec3(1);
if (HasDiffuse == 1)
albedo = pow(texture(DiffuseMap , f_texcoord0).rgb, vec3(gamma));
float metallic = 0;
if (HasMetalnessMap == 1)
metallic = texture(MetalnessMap, f_texcoord0).r;
float roughness = 0.5;
if (HasRoughnessMap == 1)
roughness = texture(RoughnessMap, f_texcoord0).r;
float ao = 1;
if (HasShadowMap == 1 && bake_shadow_type == 0 || UseAOMap == 1)
ao = texture(BakeShadowMap, f_texcoord1).r;
float shadow = 1;
if (HasShadowMap == 1 && bake_shadow_type == 1)
shadow = texture(BakeShadowMap, f_texcoord1).g;
float cavity = 1;
vec3 emissionTerm = vec3(0);
if (HasEmissionMap == 1 || enable_emission == 1) //Can be without texture map
emissionTerm.rgb += EmissionPass(EmissionMap, emission_intensity, vert, 0, emission_color);
vec3 lightMapColor = vec3(1);
float lightMapIntensity = 0;
if (HasLightMap == 1)
{
lightMapColor = texture(BakeLightMap, f_texcoord1).rgb;
lightMapIntensity = texture(BakeLightMap, f_texcoord1).a;
}
if (RenderAsLighting)
{
metallic = 0;
roughness = 1;
}
float specIntensity = 1;
if (HasMRA == 1) //Kirby Star Allies PBR map
{
//Note KSA has no way to tell if one gets unused or not because shaders :(
//Usually it's just metalness with roughness and works fine
metallic = texture(MRA, f_texcoord0).r;
roughness = texture(MRA, f_texcoord0).g;
ao = texture(MRA, f_texcoord0).b;
specIntensity = texture(MRA, f_texcoord0).a;
}
// Calculate shading vectors.
vec3 I = vec3(0,0,-1) * mat3(mtxCam);
vec3 N = normal;
if (HasNormalMap == 1 && useNormalMap == 1)
N = CalcBumpedNormal(normal, NormalMap, vert, 0);
vec3 V = normalize(I); // view
vec3 L = normalize(specLightDirection); // Light
vec3 H = normalize(specLightDirection + I); // half angle
vec3 R = reflect(-I, N); // reflection
vec3 f0 = mix(vec3(0.04), albedo, metallic); // dialectric
vec3 kS = FresnelSchlickRoughness(max(dot(N, V), 0.0), f0, roughness);
vec3 kD = 1.0 - kS;
kD *= 1.0 - metallic;
BakedData ShadowBake = ShadowMapBaked(BakeShadowMap,BakeLightMap, f_texcoord1, f_texcoord2, int(bake_shadow_type),int(bake_light_type), int(bake_calc_type), N );
vec3 LightingDiffuse = vec3(0);
if (HasLightMap == 1)
{
vec3 LightIntensity = vec3(0.1);
LightingDiffuse += ShadowBake.indirectLighting.rgb * LightIntensity;
}
// shadow *= ShadowBake.shadowIntensity;
// ao *= ShadowBake.aoIntensity;
// Diffuse pass
vec3 diffuseIblColor = texture(irradianceMap, N).rgb;
vec3 diffuseTerm = diffuseIblColor * albedo;
diffuseTerm *= kD;
diffuseTerm *= cavity;
diffuseTerm *= ao;
diffuseTerm *= shadow;
diffuseTerm += LightingDiffuse;
// Adjust for metalness.
diffuseTerm *= clamp(1 - metallic, 0, 1);
diffuseTerm *= vec3(1) - kS.xxx;
//
// Specular pass.
int maxSpecularLod = 8;
vec3 specularIblColor = textureLod(specularIbl, R, roughness * maxSpecularLod).rgb;
vec2 envBRDF = texture(brdfLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
vec3 brdfTerm = (kS * envBRDF.x + envBRDF.y);
// vec3 specularTerm = specularIblColor * (kS * brdfTerm.x + brdfTerm.y) * specIntensity;
vec3 specularTerm = specularIblColor * brdfTerm * specIntensity;
// Add render passes.
fragColor.rgb = vec3(0);
fragColor.rgb += diffuseTerm;
fragColor.rgb += specularTerm;
fragColor.rgb += emissionTerm;
// Global brightness adjustment.
fragColor.rgb *= 2.5;
fragColor *= min(pickingColor, vec4(1));
fragColor.rgb *= min(boneWeightsColored, vec3(1));
// HDR tonemapping
fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0));
// Convert back to sRGB.
fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
// Alpha calculations.
float alpha = texture(DiffuseMap, f_texcoord0).a;
fragColor.a = alpha;
if (RenderAsLighting)
{
fragColor.rgb = specularTerm;
fragColor.rgb += emissionTerm;
fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0));
fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
}
// Toggles rendering of individual color channels for all render modes.
fragColor.rgb *= vec3(renderR, renderG, renderB);
if (renderR == 1 && renderG == 0 && renderB == 0)
fragColor.rgb = fragColor.rrr;
else if (renderG == 1 && renderR == 0 && renderB == 0)
fragColor.rgb = fragColor.ggg;
else if (renderB == 1 && renderR == 0 && renderG == 0)
fragColor.rgb = fragColor.bbb;
}