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PBR.shader
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#define PI 3.1415926535897932384626433832795
vec3 obj_pos = vec3(0.0,0.0,-10.0);
float obj_size = 5.0;
float sphere(vec3 dir, vec3 center, float radius) {
vec3 rp = -center;
float b = dot(rp,dir);
float dist = b * b - (dot(rp,rp) - radius * radius);
if(dist <= 0.0) return -1.0;
return -b - sqrt(dist);
}
float somestep(float t) {
return pow(t,4.0);
}
vec3 getFishEye(vec2 uv, float level) {
float len = length(uv);
float a = len * level;
return vec3(uv / len * sin(a), -cos(a));
}
vec3 textureAVG(samplerCube tex, vec3 tc) {
const float diff0 = 0.35;
const float diff1 = 0.12;
vec3 s0 = texture(tex,tc).xyz;
vec3 s1 = texture(tex,tc+vec3(diff0)).xyz;
vec3 s2 = texture(tex,tc+vec3(-diff0)).xyz;
vec3 s3 = texture(tex,tc+vec3(-diff0,diff0,-diff0)).xyz;
vec3 s4 = texture(tex,tc+vec3(diff0,-diff0,diff0)).xyz;
vec3 s5 = texture(tex,tc+vec3(diff1)).xyz;
vec3 s6 = texture(tex,tc+vec3(-diff1)).xyz;
vec3 s7 = texture(tex,tc+vec3(-diff1,diff1,-diff1)).xyz;
vec3 s8 = texture(tex,tc+vec3(diff1,-diff1,diff1)).xyz;
return (s0 + s1 + s2 + s3 + s4 + s5 + s6 + s7 + s8) * 0.111111111;
}
vec3 textureBlured(samplerCube tex, vec3 tc) {
vec3 r = textureAVG(tex,vec3(1.0,0.0,0.0));
vec3 t = textureAVG(tex,vec3(0.0,1.0,0.0));
vec3 f = textureAVG(tex,vec3(0.0,0.0,1.0));
vec3 l = textureAVG(tex,vec3(-1.0,0.0,0.0));
vec3 b = textureAVG(tex,vec3(0.0,-1.0,0.0));
vec3 a = textureAVG(tex,vec3(0.0,0.0,-1.0));
float kr = dot(tc,vec3(1.0,0.0,0.0)) * 0.5 + 0.5;
float kt = dot(tc,vec3(0.0,1.0,0.0)) * 0.5 + 0.5;
float kf = dot(tc,vec3(0.0,0.0,1.0)) * 0.5 + 0.5;
float kl = 1.0 - kr;
float kb = 1.0 - kt;
float ka = 1.0 - kf;
kr = somestep(kr);
kt = somestep(kt);
kf = somestep(kf);
kl = somestep(kl);
kb = somestep(kb);
ka = somestep(ka);
float d;
vec3 ret;
ret = f * kf; d = kf;
ret += a * ka; d += ka;
ret += l * kl; d += kl;
ret += r * kr; d += kr;
ret += t * kt; d += kt;
ret += b * kb; d += kb;
return ret / d;
}
float phong(vec3 l, vec3 e, vec3 n, float power) {
float nrm = (power + 8.0) / (PI * 8.0);
return pow(max(dot(l,reflect(e,n)),0.0), power) * nrm;
}
// GGX code from https://www.shadertoy.com/view/MlB3DV
float G1V ( float dotNV, float k ) {
return 1.0 / (dotNV*(1.0 - k) + k);
}
float GGX(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
float alpha = roughness*roughness;
vec3 H = normalize (V + L);
float dotNL = clamp (dot (N, L), 0.0, 1.0);
float dotNV = clamp (dot (N, V), 0.0, 1.0);
float dotNH = clamp (dot (N, H), 0.0, 1.0);
float dotLH = clamp (dot (L, H), 0.0, 1.0);
float D, vis;
float F;
// NDF : GGX
float alphaSqr = alpha*alpha;
float pi = 3.1415926535;
float denom = dotNH * dotNH *(alphaSqr - 1.0) + 1.0;
D = alphaSqr / (pi * denom * denom);
// Fresnel (Schlick)
float dotLH5 = pow (1.0 - dotLH, 5.0);
F = F0 + (1.0 - F0)*(dotLH5);
// Visibility term (G) : Smith with Schlick's approximation
float k = alpha / 2.0;
vis = G1V (dotNL, k) * G1V (dotNV, k);
return /*dotNL */ D * F * vis;
}
vec3 getColor(vec3 ray) {
float dist = sphere(ray,obj_pos,obj_size);
if(dist > 0.0) {
vec3 point = ray * dist;
vec3 normal = point - obj_pos;
normal = normalize(normal);
// material
float metallic = 0.04;
float roughness = step(fract(normal.x * 2.02), 0.5) + 0.1;
float fresnel_pow = mix(5.0, 3.5,metallic);
//const vec3 color_mod = vec3(1.000, 0.766, 0.336);
vec3 color_mod = vec3(1.0);
vec3 light_color = pow(texture(iChannel0,vec3(1.0,0.0,0.0)).xyz * 1.2, vec3(2.2));
// IBL
vec3 ibl_diffuse = pow(textureBlured(iChannel0,normal), vec3(2.2));
vec3 ibl_reflection = pow(textureBlured(iChannel0,reflect(ray,normal)), vec3(2.2));
// fresnel
float fresnel = max(1.0 - dot(normal,-ray), 0.0);
fresnel = pow(fresnel,fresnel_pow);
// reflection
vec3 refl = pow(texture(iChannel0,reflect(ray,normal)).xyz, vec3(2.2));
refl = mix(refl,ibl_reflection,(1.0-fresnel)*roughness);
refl = mix(refl,ibl_reflection,roughness);
// specular
vec3 light = normalize(vec3(-0.5,1.0,0.0));
float power = 1.0 / max(roughness * 0.4,0.01);
//vec3 spec = light_color * phong(light,ray,normal,power);
vec3 spec = light_color * GGX(normal,-ray,light,roughness*0.7, 0.2);
refl -= spec;
// diffuse
vec3 diff = ibl_diffuse * vec3(1.0,0.2,0.0);
diff = mix(diff * color_mod,refl,fresnel);
vec3 color = mix(diff,refl * color_mod,metallic) + spec;
return pow(color, vec3(1.0/2.2));
} else {
return texture(iChannel0,ray).xyz;
}
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord.xy / iResolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= iResolution.x / iResolution.y;
vec3 dir = getFishEye(uv,1.2);
// rotation
float c = cos(iTime);
float s = sin(iTime);
dir.xz = vec2(dir.x * c - dir.z * s, dir.x * s + dir.z * c);
obj_pos.xz = vec2(obj_pos.x * c - obj_pos.z * s, obj_pos.x * s + obj_pos.z * c);
// color
float fish_eye = smoothstep(2.0,1.6,length(uv)) * 0.25 + 0.75;
fragColor = vec4(getColor(dir) * fish_eye, 1.0);
}