/* Copyright (c) 2022-2024, Mobica Limited * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #version 450 layout(binding = 1) uniform samplerCube samplerEnvMap; layout(location = 0) in vec3 inUVW; layout(location = 1) in vec3 inPos; layout(location = 2) in vec3 inNormal; layout(location = 3) in vec3 inViewVec; layout(location = 4) in vec3 inLightVec; layout(location = 0) out vec4 outColor0; layout(constant_id = 0) const int type = 0; #define PI 3.1415926 #define TwoPI (2.0 * PI) layout (binding = 0) uniform UBOCamera { mat4 projection; mat4 modelview; mat4 skybox_modelview; mat4 inverse_modelview; float modelscale; } uboCamera; void main() { vec4 color; vec3 wcNormal; switch (type) { case 0: // Skybox { vec3 normal = normalize(inUVW); color = texture(samplerEnvMap, normal); } break; case 1: // Reflect { vec3 wViewVec = mat3(uboCamera.inverse_modelview) * normalize(inViewVec); vec3 normal = normalize(inNormal); vec3 wNormal = mat3(uboCamera.inverse_modelview) * normal; float NdotL = max(dot(normal, inLightVec), 0.0); vec3 eyeDir = normalize(inViewVec); vec3 halfVec = normalize(inLightVec + eyeDir); float NdotH = max(dot(normal, halfVec), 0.0); float NdotV = max(dot(normal, eyeDir), 0.0); float VdotH = max(dot(eyeDir, halfVec), 0.0); // Geometric attenuation float NH2 = 2.0 * NdotH; float g1 = (NH2 * NdotV) / VdotH; float g2 = (NH2 * NdotL) / VdotH; float geoAtt = min(1.0, min(g1, g2)); const float F0 = 0.6; const float k = 0.2; // Fresnel (schlick approximation) float fresnel = pow(1.0 - VdotH, 5.0); fresnel *= (1.0 - F0); fresnel += F0; // Note: clamp to zero to mitigate any divide by zero float spec = max((fresnel * geoAtt) / (NdotV * NdotL * 3.14), 0.0); color = texture(samplerEnvMap, reflect(-wViewVec, wNormal)); color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0); } break; case 2: // Refract { vec3 wViewVec = mat3(uboCamera.inverse_modelview) * normalize(inViewVec); vec3 wNormal = mat3(uboCamera.inverse_modelview) * inNormal; color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0 / 1.6)); } break; } // Color with manual exposure into attachment 0 const float exposure = 1.f; outColor0.rgb = vec3(1.0) - exp(-color.rgb * exposure); }