diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-09 11:34:21 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-09 13:44:59 -0700 |
| commit | fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch) | |
| tree | 41047c94883b86ec085a81597391ce3ef557cd43 /tests/glsl/sascha-willems/pbrbasic | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/pbrbasic')
| -rw-r--r-- | tests/glsl/sascha-willems/pbrbasic/pbr.frag | 128 | ||||
| -rw-r--r-- | tests/glsl/sascha-willems/pbrbasic/pbr.vert | 39 |
2 files changed, 167 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/pbrbasic/pbr.frag b/tests/glsl/sascha-willems/pbrbasic/pbr.frag new file mode 100644 index 000000000..06a69e1e9 --- /dev/null +++ b/tests/glsl/sascha-willems/pbrbasic/pbr.frag @@ -0,0 +1,128 @@ +#version 450 +//TEST:COMPARE_GLSL: + +layout (location = 0) in vec3 inWorldPos; +layout (location = 1) in vec3 inNormal; +layout (location = 2) in vec2 inUV; + +layout (binding = 0) uniform UBO +{ + mat4 projection; + mat4 model; + mat4 view; + vec3 camPos; +} ubo; + +layout (binding = 1) uniform UBOShared { + vec4 lights[4]; +} uboParams; + +layout (location = 0) out vec4 outColor; + +layout(push_constant) uniform PushConsts { + layout(offset = 12) float roughness; + layout(offset = 16) float metallic; + layout(offset = 20) float r; + layout(offset = 24) float g; + layout(offset = 28) float b; +} material; + +const float PI = 3.14159265359; + +//#define ROUGHNESS_PATTERN 1 + +vec3 materialcolor() +{ + return vec3(material.r, material.g, material.b); +} + +// Normal Distribution function -------------------------------------- +float D_GGX(float dotNH, float roughness) +{ + float alpha = roughness * roughness; + float alpha2 = alpha * alpha; + float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0; + return (alpha2)/(PI * denom*denom); +} + +// Geometric Shadowing function -------------------------------------- +float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) +{ + float r = (roughness + 1.0); + float k = (r*r) / 8.0; + float GL = dotNL / (dotNL * (1.0 - k) + k); + float GV = dotNV / (dotNV * (1.0 - k) + k); + return GL * GV; +} + +// Fresnel function ---------------------------------------------------- +vec3 F_Schlick(float cosTheta, float metallic) +{ + vec3 F0 = mix(vec3(0.04), materialcolor(), metallic); // * material.specular + vec3 F = F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); + return F; +} + +// Specular BRDF composition -------------------------------------------- + +vec3 BRDF(vec3 L, vec3 V, vec3 N, float metallic, float roughness) +{ + // Precalculate vectors and dot products + vec3 H = normalize (V + L); + float dotNV = clamp(dot(N, V), 0.0, 1.0); + float dotNL = clamp(dot(N, L), 0.0, 1.0); + float dotLH = clamp(dot(L, H), 0.0, 1.0); + float dotNH = clamp(dot(N, H), 0.0, 1.0); + + // Light color fixed + vec3 lightColor = vec3(1.0); + + vec3 color = vec3(0.0); + + if (dotNL > 0.0) + { + float rroughness = max(0.05, roughness); + // D = Normal distribution (Distribution of the microfacets) + float D = D_GGX(dotNH, roughness); + // G = Geometric shadowing term (Microfacets shadowing) + float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); + // F = Fresnel factor (Reflectance depending on angle of incidence) + vec3 F = F_Schlick(dotNV, metallic); + + vec3 spec = D * F * G / (4.0 * dotNL * dotNV); + + color += spec * dotNL * lightColor; + } + + return color; +} + +// ---------------------------------------------------------------------------- +void main() +{ + vec3 N = normalize(inNormal); + vec3 V = normalize(ubo.camPos - inWorldPos); + + float roughness = material.roughness; + + // Add striped pattern to roughness based on vertex position +#ifdef ROUGHNESS_PATTERN + roughness = max(roughness, step(fract(inWorldPos.y * 2.02), 0.5)); +#endif + + // Specular contribution + vec3 Lo = vec3(0.0); + for (int i = 0; i < uboParams.lights.length(); i++) { + vec3 L = normalize(uboParams.lights[i].xyz - inWorldPos); + Lo += BRDF(L, V, N, material.metallic, roughness); + }; + + // Combine with ambient + vec3 color = materialcolor() * 0.02; + color += Lo; + + // Gamma correct + color = pow(color, vec3(0.4545)); + + outColor = vec4(color, 1.0); +}
\ No newline at end of file diff --git a/tests/glsl/sascha-willems/pbrbasic/pbr.vert b/tests/glsl/sascha-willems/pbrbasic/pbr.vert new file mode 100644 index 000000000..9a85b892a --- /dev/null +++ b/tests/glsl/sascha-willems/pbrbasic/pbr.vert @@ -0,0 +1,39 @@ +#version 450 +//TEST:COMPARE_GLSL: + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (location = 0) in vec3 inPos; +layout (location = 1) in vec3 inNormal; +layout (location = 2) in vec2 inUV; + +layout (binding = 0) uniform UBO +{ + mat4 projection; + mat4 model; + mat4 view; + vec3 camPos; +} ubo; + +layout (location = 0) out vec3 outWorldPos; +layout (location = 1) out vec3 outNormal; +layout (location = 2) out vec2 outUV; + +layout(push_constant) uniform PushConsts { + vec3 objPos; +} pushConsts; + +out gl_PerVertex +{ + vec4 gl_Position; +}; + +void main() +{ + vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0)); + outWorldPos = locPos + pushConsts.objPos; + outNormal = mat3(ubo.model) * inNormal; + outUV = inUV; + gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0); +} |
