#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 Depth; vec3 ModelNormal; vec2 Texcoord; vec3 Tangent; vec3 Bitangent; vec3 PRT1; vec3 PRT2; vec3 PRT3; } VertexIn; layout (location = 0) out vec4 FragColor; layout (location = 1) out vec4 FragNormal; layout (location = 2) out vec4 FragPosition; layout (location = 3) out vec4 FragAlbedo; layout (location = 4) out vec4 FragShading; layout (location = 5) out vec4 FragPRT1; layout (location = 6) out vec4 FragPRT2; layout (location = 7) out vec4 FragPRT3; 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 nC = normalize(VertexIn.ModelNormal); vec3 nml = nC; mat3 prt = mat3(VertexIn.PRT1, VertexIn.PRT2, VertexIn.PRT3); if(hasAlbedoMap == uint(0)) FragAlbedo = vec4(1.0); else FragAlbedo = texture(AlbedoMap, uv);//gammaCorrection(texture(AlbedoMap, uv), 1.0/2.2); if(hasNormalMap == uint(0)) { if(analytic == uint(0)) FragShading = vec4(evaluateLightingModelPRT(prt), 1.0f); else FragShading = 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)) FragShading = vec4(evaluateLightingModelHybrid(nC,nH,prt),1.0f); else FragShading = vec4(evaluateLightingModel(nH), 1.0f); nml = nH; } FragShading = gammaCorrection(FragShading, 2.2); FragColor = clamp(FragAlbedo * FragShading, 0.0, 1.0); FragNormal = vec4(0.5*(nml+vec3(1.0)), 1.0); FragPosition = vec4(VertexIn.Position,VertexIn.Depth.x); FragShading = vec4(clamp(0.5*FragShading.xyz, 0.0, 1.0),1.0); // FragColor = gammaCorrection(clamp(FragAlbedo * FragShading, 0.0, 1.0),2.2); // FragNormal = vec4(0.5*(nml+vec3(1.0)), 1.0); // FragPosition = vec4(VertexIn.Position,VertexIn.Depth.x); // FragShading = vec4(gammaCorrection(clamp(0.5*FragShading.xyz, 0.0, 1.0),2.2),1.0); // FragAlbedo = gammaCorrection(FragAlbedo,2.2); FragPRT1 = vec4(VertexIn.PRT1,1.0); FragPRT2 = vec4(VertexIn.PRT2,1.0); FragPRT3 = vec4(VertexIn.PRT3,1.0); }