This commit is contained in:
Lauri Räsänen 2023-01-24 03:59:06 +02:00
parent de50520b02
commit 0746a09c45
4 changed files with 147 additions and 11 deletions

View file

@ -1,3 +1,5 @@
let PI = 3.14159;
// Vertex shader
struct CameraUniform {
@ -84,6 +86,40 @@ fn vs_main(
// Fragment shader
// normal distribution function (Trowbridge-Reitz GGX)
fn distribution_ggx(n: vec3<f32>, h: vec3<f32>, a: f32) -> f32 {
let a2 = a * a;
let n_dot_h = max(dot(n, h), 0.0);
let n_dot_h2 = n_dot_h * n_dot_h;
var denom = (n_dot_h2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return a2 / denom;
}
// geometry function (Smith's Schlick-GGX)
fn geometry_schlick_ggx(nom: f32, k: f32) -> f32 {
let denom = nom * (1.0 - k) + k;
return nom / denom;
}
fn geometry_smith(n: vec3<f32>, v: vec3<f32>, l: vec3<f32>, k: f32) -> f32 {
let n_dot_v = max(dot(n, v), 0.0);
let n_dot_l = max(dot(n, l), 0.0);
let ggx1 = geometry_schlick_ggx(n_dot_v, k);
let ggx2 = geometry_schlick_ggx(n_dot_l, k);
return ggx1 * ggx2;
}
// fresnel function (Fresnel-Schlick approximation)
fn fresnel_schlick(cos_theta: f32, f: vec3<f32>) -> vec3<f32> {
return f + (1.0 - f) * pow(1.0 - cos_theta, 5.0);
}
@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0)@binding(1)
@ -94,11 +130,23 @@ var t_normal: texture_2d<f32>;
@group(0) @binding(3)
var s_normal: sampler;
@group(0)@binding(4)
var t_metallic_roughness: texture_2d<f32>;
@group(0) @binding(5)
var s_metallic_roughness: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// textures
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
let object_metallic_roughness: vec4<f32> = textureSample(
t_metallic_roughness, s_metallic_roughness, in.tex_coords);
// TODO: AO
let albedo = object_color.xyz;
let metallic = object_metallic_roughness.z;
let roughness = object_metallic_roughness.y;
// lighting vecs
let tangent_normal = object_normal.xyz * 2.0 - 1.0;
@ -109,23 +157,43 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// attenuation
let light_dist = length(light.position - in.world_position);
let coef_a = 0.0;
let coef_b = 1.25;
let coef_b = 1.0;
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
// diffuse
let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
let diffuse_color = diffuse_strength * light.color.xyz * light.color.w * light_attenuation;
// radiance
let radiance_strength = max(dot(tangent_normal, light_dir), 0.0);
let radiance = radiance_strength * light.color.xyz * light.color.w * light_attenuation;
// specular
let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
let specular_color = specular_strength * light.color.xyz * light.color.w * light_attenuation;
// fresnel
var f = vec3(0.04);
f = mix(f, albedo, metallic);
let fresnel = fresnel_schlick(max(dot(half_dir, view_dir), 0.0), f);
// distribution
let ndf = distribution_ggx(tangent_normal, half_dir, roughness);
// geometry
let geo = geometry_smith(tangent_normal, view_dir, light_dir, roughness);
// brdf
let nom = ndf * geo * fresnel;
let denom = 4.0 * max(dot(tangent_normal, view_dir), 0.0) * max(dot(tangent_normal, light_dir), 0.0) + 0.0001;
let specular = nom / denom;
let k_d = (vec3(1.0) - fresnel) * (1.0 - metallic);
let n_dot_l = max(dot(tangent_normal, light_dir), 0.0);
let total_radiance = (k_d * albedo / PI + specular) * radiance * n_dot_l;
// ambient
let ambient_light_color = vec3(1.0);
let ambient_strength = 0.025;
let ambient_color = ambient_light_color * ambient_strength;
let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
var result = ambient_color + total_radiance;
// tonemap
result = result / (result + vec3(1.0));
//result = pow(result, vec3(1.0/2.2));
return vec4<f32>(result, object_color.a);
}