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authorTim Foley <tfoley@nvidia.com>2017-06-09 11:34:21 -0700
committerTim Foley <tfoley@nvidia.com>2017-06-09 13:44:59 -0700
commitfcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch)
tree41047c94883b86ec085a81597391ce3ef557cd43 /tests/glsl/sascha-willems/pbrbasic
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/pbrbasic')
-rw-r--r--tests/glsl/sascha-willems/pbrbasic/pbr.frag128
-rw-r--r--tests/glsl/sascha-willems/pbrbasic/pbr.vert39
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);
+}