pbr
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de50520b02
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0746a09c45
4 changed files with 147 additions and 11 deletions
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@ -1,3 +1,5 @@
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let PI = 3.14159;
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// Vertex shader
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struct CameraUniform {
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@ -84,6 +86,40 @@ fn vs_main(
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// Fragment shader
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// normal distribution function (Trowbridge-Reitz GGX)
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fn distribution_ggx(n: vec3<f32>, h: vec3<f32>, a: f32) -> f32 {
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let a2 = a * a;
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let n_dot_h = max(dot(n, h), 0.0);
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let n_dot_h2 = n_dot_h * n_dot_h;
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var denom = (n_dot_h2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return a2 / denom;
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}
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// geometry function (Smith's Schlick-GGX)
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fn geometry_schlick_ggx(nom: f32, k: f32) -> f32 {
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let denom = nom * (1.0 - k) + k;
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return nom / denom;
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}
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fn geometry_smith(n: vec3<f32>, v: vec3<f32>, l: vec3<f32>, k: f32) -> f32 {
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let n_dot_v = max(dot(n, v), 0.0);
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let n_dot_l = max(dot(n, l), 0.0);
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let ggx1 = geometry_schlick_ggx(n_dot_v, k);
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let ggx2 = geometry_schlick_ggx(n_dot_l, k);
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return ggx1 * ggx2;
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}
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// fresnel function (Fresnel-Schlick approximation)
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fn fresnel_schlick(cos_theta: f32, f: vec3<f32>) -> vec3<f32> {
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return f + (1.0 - f) * pow(1.0 - cos_theta, 5.0);
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}
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0)@binding(1)
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@ -94,11 +130,23 @@ var t_normal: texture_2d<f32>;
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@group(0) @binding(3)
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var s_normal: sampler;
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@group(0)@binding(4)
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var t_metallic_roughness: texture_2d<f32>;
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@group(0) @binding(5)
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var s_metallic_roughness: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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// textures
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
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let object_metallic_roughness: vec4<f32> = textureSample(
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t_metallic_roughness, s_metallic_roughness, in.tex_coords);
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// TODO: AO
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let albedo = object_color.xyz;
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let metallic = object_metallic_roughness.z;
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let roughness = object_metallic_roughness.y;
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// lighting vecs
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let tangent_normal = object_normal.xyz * 2.0 - 1.0;
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@ -109,23 +157,43 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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// attenuation
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let light_dist = length(light.position - in.world_position);
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let coef_a = 0.0;
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let coef_b = 1.25;
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let coef_b = 1.0;
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let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
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// diffuse
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let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
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let diffuse_color = diffuse_strength * light.color.xyz * light.color.w * light_attenuation;
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// radiance
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let radiance_strength = max(dot(tangent_normal, light_dir), 0.0);
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let radiance = radiance_strength * light.color.xyz * light.color.w * light_attenuation;
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// specular
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let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
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let specular_color = specular_strength * light.color.xyz * light.color.w * light_attenuation;
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// fresnel
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var f = vec3(0.04);
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f = mix(f, albedo, metallic);
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let fresnel = fresnel_schlick(max(dot(half_dir, view_dir), 0.0), f);
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// distribution
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let ndf = distribution_ggx(tangent_normal, half_dir, roughness);
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// geometry
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let geo = geometry_smith(tangent_normal, view_dir, light_dir, roughness);
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// brdf
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let nom = ndf * geo * fresnel;
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let denom = 4.0 * max(dot(tangent_normal, view_dir), 0.0) * max(dot(tangent_normal, light_dir), 0.0) + 0.0001;
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let specular = nom / denom;
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let k_d = (vec3(1.0) - fresnel) * (1.0 - metallic);
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let n_dot_l = max(dot(tangent_normal, light_dir), 0.0);
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let total_radiance = (k_d * albedo / PI + specular) * radiance * n_dot_l;
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// ambient
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let ambient_light_color = vec3(1.0);
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let ambient_strength = 0.025;
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let ambient_color = ambient_light_color * ambient_strength;
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let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
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var result = ambient_color + total_radiance;
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// tonemap
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result = result / (result + vec3(1.0));
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//result = pow(result, vec3(1.0/2.2));
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return vec4<f32>(result, object_color.a);
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}
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