Specular BDRF

This commit is contained in:
2023-06-05 18:40:06 +02:00
parent ae516a8007
commit e4587f7c82
25 changed files with 383 additions and 19 deletions

111
Shaders/BRDFIntegration.fs Normal file
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@ -0,0 +1,111 @@
#version 460 core
out vec2 FragColor;
in vec2 TexCoords;
const float PI = 3.14159265359;
// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
// efficient VanDerCorpus calculation.
float RadicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
vec2 Hammersley(uint i, uint N)
{
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float a = roughness;
float k = (a * a) / 2.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness){
float a = roughness*roughness;
float phi = 2.0 * PI * Xi.x;
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
// Spherical to cartesian
vec3 H;
H.x = cos(phi) * sinTheta;
H.y = sin(phi) * sinTheta;
H.z = cosTheta;
// tangent space to world sample vector
vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 tangent = normalize(cross(up,N));
vec3 bitangent = cross(N, tangent);
vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
return normalize(sampleVec);
}
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;
}
vec2 IntegrateBRDF (float NdotV, float roughness){
vec3 V;
V.x = sqrt(1.0 - NdotV * NdotV);
V.y = 0.0;
V.z = NdotV;
float A = 0.0;
float B = 0.0;
vec3 N = vec3(0.0,0.0,1.0);
const uint SAMPLE_COUNT = 1024u;
for(uint i = 0u; i < SAMPLE_COUNT; ++i){
vec2 Xi = Hammersley(i, SAMPLE_COUNT);
vec3 H = ImportanceSampleGGX(Xi, N, roughness);
vec3 L = normalize(2.0 * dot(V, H) * H - V);
float NdotL = max(L.z, 0.0);
float NdotH = max(H.z, 0.0);
float VdotH = max(dot(V, H), 0.0);
if(NdotL > 0.0)
{
float G = GeometrySmith(N, V, L, roughness);
float G_Vis = (G * VdotH) / (NdotH * NdotV);
float Fc = pow(1.0 - VdotH, 5.0);
A += (1.0 - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
A /= float(SAMPLE_COUNT);
B /= float(SAMPLE_COUNT);
return vec2(A, B);
}
void main()
{
vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
FragColor = integratedBRDF;
}

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@ -0,0 +1,10 @@
#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main(){
TexCoords = aTexCoords;
gl_Position = vec4(aPos, 1.0);
}

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@ -7,7 +7,6 @@ uniform samplerCube environmentMap;
void main(){
vec3 envColor = texture(environmentMap, localPos).rgb;
envColor = envColor /(envColor + vec3(1.0));
envColor = pow(envColor, vec3(1.0/2.2));

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@ -12,9 +12,12 @@ uniform sampler2D metallicMap;
uniform sampler2D normalMap;
uniform sampler2D roughnessMap;
uniform sampler2D aoMap;
uniform samplerCube irradianceMap;
uniform samplerCube irradianceMap;
uniform samplerCube prefilterMap;
uniform sampler2D brdfLUT;
uniform vec3 lightPositions[4];
uniform vec3 lightColors[4];
@ -78,6 +81,8 @@ vec3 getNormalFromNormalMap(){
return normalize(TBN * tangentNormal);
}
void main(){
vec3 albedo = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2));
@ -88,7 +93,9 @@ void main(){
vec3 N = getNormalFromNormalMap();
vec3 V = normalize(camPos - WorldPos);
vec3 R = reflect(-V, N);
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic);
@ -128,7 +135,15 @@ void main(){
kD *= 1.0 - metallic;
vec3 irradiance = texture(irradianceMap, N).rgb;
vec3 diffuse = irradiance* albedo;
vec3 ambient = (kD * diffuse) * ao;
const float MAX_REFLECTION_LOD = 4.0;
vec3 prefilterColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
vec2 envBRDF = texture(brdfLUT, vec2(max(dot(N,V), 0.0), roughness)).rg;
vec3 specular = prefilterColor * (kS * envBRDF.x + envBRDF.y);
vec3 ambient = (kD * diffuse + specular) * ao;
vec3 color = ambient + Lo;
// HDR tonemapping

71
Shaders/prefilter.fs Normal file
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#version 460 core
out vec4 FragColor;
in vec3 localPos;
uniform samplerCube environmentMap;
uniform float roughness;
const float PI = 3.14159265359;
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness){
float a = roughness*roughness;
float phi = 2.0 * PI * Xi.x;
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
// Spherical to cartesian
vec3 H;
H.x = cos(phi) * sinTheta;
H.y = sin(phi) * sinTheta;
H.z = cosTheta;
// tangent space to world sample vector
vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 tangent = normalize(cross(up,N));
vec3 bitangent = cross(N, tangent);
vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
return normalize(sampleVec);
}
// Generate Van Der Corput sequence
float RadicalInverse_VdC(uint bits){
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
vec2 Hammersley(uint i, uint N){
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}
void main(){
vec3 N = normalize(localPos);
vec3 R = N;
vec3 V = R;
const uint SAMPLE_COUNT = 1024u;
float totalWeight = 0.0;
vec3 prefilteredColor = vec3(0.0);
for(uint i = 0u; i < SAMPLE_COUNT; ++i)
{
vec2 Xi = Hammersley(i, SAMPLE_COUNT);
vec3 H = ImportanceSampleGGX(Xi, N, roughness);
vec3 L = normalize(2.0 * dot(V,H) * H - V );
float NdotL = max(dot(N, L), 0.0);
if(NdotL > 0.0){
prefilteredColor += texture(environmentMap, L).rgb * NdotL;
totalWeight += NdotL;
}
}
prefilteredColor = prefilteredColor / totalWeight;
FragColor = vec4(prefilteredColor, 1.0);
}