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lighting_pbrIridescence.frag
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lighting_pbrIridescence.frag
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// Copyright Patricio Gonzalez Vivo, 2021 - http://patriciogonzalezvivo.com/
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_scene;
uniform sampler2D u_sceneDepth;
uniform mat4 u_projectionMatrix;
uniform vec3 u_camera;
uniform float u_cameraNearClip;
uniform float u_cameraFarClip;
uniform vec3 u_light;
uniform vec3 u_lightColor;
uniform float u_lightFalloff;
uniform float u_lightIntensity;
uniform float u_iblLuminance;
uniform samplerCube u_cubeMap;
uniform vec3 u_SH[9];
#ifdef LIGHT_SHADOWMAP
uniform sampler2D u_lightShadowMap;
uniform mat4 u_lightMatrix;
varying vec4 v_lightCoord;
#endif
uniform vec2 u_resolution;
uniform float u_time;
varying vec4 v_position;
varying vec4 v_color;
varying vec3 v_normal;
#ifdef MODEL_VERTEX_TEXCOORD
varying vec2 v_texcoord;
#endif
#ifdef MODEL_VERTEX_TANGENT
varying vec4 v_tangent;
varying mat3 v_tangentToWorld;
#endif
#define SURFACE_POSITION v_position
#define CAMERA_POSITION u_camera
#define IBL_LUMINANCE u_iblLuminance
// #define LIGHT_POSITION u_light
#define LIGHT_DIRECTION u_light
#define LIGHT_COLOR u_lightColor
#define LIGHT_FALLOFF u_lightFalloff
#define LIGHT_INTENSITY u_lightIntensity
#define LIGHT_COORD v_lightCoord
#define SHADING_MODEL_IRIDESCENCE
// #define SHADING_MODEL_CLEAR_COAT
#include "lygia/math/bump.glsl"
#include "lygia/color/space/linear2gamma.glsl"
#include "lygia/color/space/gamma2linear.glsl"
#include "lygia/color/palette/hue.glsl"
#include "lygia/generative/fbm.glsl"
#include "lygia/lighting/pbrClearCoat.glsl"
#include "lygia/lighting/pbr.glsl"
#include "lygia/lighting/pbrGlass.glsl"
#include "lygia/lighting/material/new.glsl"
float checkBoard(vec2 uv, vec2 _scale) {
uv = floor(fract(uv * _scale) * 2.0);
return min(1.0, uv.x + uv.y) - (uv.x * uv.y);
}
void main(void) {
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
vec2 pixel = 1.0/u_resolution;
vec2 st = gl_FragCoord.xy * pixel;
vec2 uv = st;
#if defined(MODEL_VERTEX_TEXCOORD)
uv = v_texcoord;
#endif
Material mat = materialNew();
mat.albedo.rgb = vec3(0.0);
mat.metallic = 0.0;
#if defined(FLOOR) && defined(MODEL_VERTEX_TEXCOORD)
mat.roughness = 0.5;
mat.metallic = 0.7;
mat.albedo.rgb += checkBoard(uv, vec2(8.0)) * 0.25;
#endif
float n = fbm(v_position.xyz * 0.25) * 0.5 + 0.5;
mat.ior = vec3(IOR_GLASS);
mat.thickness = mix(300.0, 1000.0, n);
#if defined(MODEL_NAME_SUZANNE1)
mat.clearCoat = 2.0;
mat.roughness = 0.3;
color = pbrClearCoat(mat);
#elif defined(MODEL_NAME_SUZANNE3)
color = pbrGlass(mat);
#else
mat.roughness = 0.3;
color = pbr(mat);
#endif
color = linear2gamma(color);
gl_FragColor = color;
}