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	 c600dd0766
			
		
	
	c600dd0766
	
	
	
		
			
			Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
		
			
				
	
	
		
			134 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			134 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader
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| *
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| *   REF: https://github.com/HectorMF/BRDFGenerator
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| *
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| *   Copyright (c) 2017 Victor Fisac
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| *
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| **********************************************************************************************/
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| 
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| #version 330
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| 
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| 
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| // Input vertex attributes (from vertex shader)
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| in vec2 fragTexCoord;
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| 
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| // Constant values
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| const float PI = 3.14159265359;
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| const uint MAX_SAMPLES = 1024u;
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| 
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| // Output fragment color
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| out vec4 finalColor;
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| 
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| vec2 Hammersley(uint i, uint N);
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| float RadicalInverseVdC(uint bits);
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| float GeometrySchlickGGX(float NdotV, float roughness);
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| float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
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| vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
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| vec2 IntegrateBRDF(float NdotV, float roughness);
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| 
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| float RadicalInverseVdC(uint bits)
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| {
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|     bits = (bits << 16u) | (bits >> 16u);
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|     bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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|     bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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|     bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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|     bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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|     return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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| }
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| 
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| // Compute Hammersley coordinates
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| vec2 Hammersley(uint i, uint N)
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| {
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| 	return vec2(float(i)/float(N), RadicalInverseVdC(i));
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| }
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| 
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| // Integrate number of importance samples for (roughness and NoV)
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| vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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| {
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| 	float a = roughness*roughness;
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| 	float phi = 2.0 * PI * Xi.x;
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| 	float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
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| 	float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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| 
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| 	// Transform from spherical coordinates to cartesian coordinates (halfway vector)
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| 	vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
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| 
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| 	// Transform from tangent space H vector to world space sample vector
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| 	vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
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| 	vec3 tangent = normalize(cross(up, N));
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| 	vec3 bitangent = cross(N, tangent);
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| 	vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
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| 
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| 	return normalize(sampleVec);
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| }
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| 
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| float GeometrySchlickGGX(float NdotV, float roughness)
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| {
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|     // For IBL k is calculated different
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|     float k = (roughness*roughness)/2.0;
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| 
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|     float nom = NdotV;
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|     float denom = NdotV*(1.0 - k) + k;
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| 
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|     return nom/denom;
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| }
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| 
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| // Compute the geometry term for the BRDF given roughness squared, NoV, NoL
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| float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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| {
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|     float NdotV = max(dot(N, V), 0.0);
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|     float NdotL = max(dot(N, L), 0.0);
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|     float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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|     float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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| 
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|     return ggx1*ggx2;
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| }
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| 
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| vec2 IntegrateBRDF(float NdotV, float roughness)
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| {
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|     float A = 0.0;
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|     float B = 0.0;
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|     vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
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|     vec3 N = vec3(0.0, 0.0, 1.0);
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| 
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|     for (uint i = 0u; i < MAX_SAMPLES; i++)
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|     {
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|         // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
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|         
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|         vec2 Xi = Hammersley(i, MAX_SAMPLES);       // Compute a Hammersely coordinate
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|         vec3 H = ImportanceSampleGGX(Xi, N, roughness); // Integrate number of importance samples for (roughness and NoV)
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|         vec3 L = normalize(2.0*dot(V, H)*H - V);    // Compute reflection vector L
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|         
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|         float NdotL = max(L.z, 0.0);                // Compute normal dot light
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|         float NdotH = max(H.z, 0.0);                // Compute normal dot half
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|         float VdotH = max(dot(V, H), 0.0);          // Compute view dot half
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| 
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|         if (NdotL > 0.0)
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|         {
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|             float G = GeometrySmith(N, V, L, roughness);    // Compute the geometry term for the BRDF given roughness squared, NoV, NoL
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|             float GVis = (G*VdotH)/(NdotH*NdotV);   // Compute the visibility term given G, VoH, NoH, NoV, NoL
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|             float Fc = pow(1.0 - VdotH, 5.0);       // Compute the fresnel term given VoH
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| 
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|             A += (1.0 - Fc)*GVis;                   // Sum the result given fresnel, geometry, visibility
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|             B += Fc*GVis;
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|         }
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|     }
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| 
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|     // Calculate brdf average sample
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|     A /= float(MAX_SAMPLES);
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|     B /= float(MAX_SAMPLES);
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| 
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|     return vec2(A, B);
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| }
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| 
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| void main()
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| {
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|     // Calculate brdf based on texture coordinates
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|     vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y);
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| 
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|     // Calculate final fragment color
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|     finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0);
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| }
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