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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 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); | |
} |