// PBR void pbr() { // per-surface, not per-light, compute once // Freslen reflectance for a dieletric const vec3 F0 = mix(vec3(0.04), surface.material.albedo.rgb, surface.material.metallic); // outcoming light from surface to eye const vec3 Lo = normalize( -surface.position.eye ); // angle of outcoming light const float cosLo = max(0.0, dot(surface.normal.eye, Lo)); const float Rs = 4.0; for ( uint i = 0, shadows = 0; i < MAX_LIGHTS; ++i ) { #if BAKING // skip if surface is a dynamic light, we aren't baking dynamic lights if ( lights[i].type < 0 ) continue; #else // skip if surface is already baked, and this isn't a dynamic light // if ( surface.material.lightmapped && lights[i].type >= 0 ) continue; if ( surface.material.lightmapped ) continue; #endif // incoming light to surface (non-const to normalize it later) // vec3 Li = lights[i].position - surface.position.world; vec3 Li = vec3(VIEW_MATRIX * vec4(lights[i].position, 1)) - surface.position.eye; // magnitude of incoming light vector (for inverse-square attenuation) const float Lmagnitude = dot(Li, Li); // distance incoming light travels (reuse from above) const float Ldistance = sqrt(Lmagnitude); // "free" normalization, since we need to compute the above values anyways Li = Li / Ldistance; // attenuation factor // const float Lattenuation = 1.0 / (1 + (PI * Lmagnitude)); const float Lattenuation = 1.0 / (1 + Lmagnitude); // skip if attenuation factor is too low // if ( Lattenuation <= LIGHT_POWER_CUTOFF ) continue; // ray cast if our surface is occluded from the light const float Lshadow = ( shadows++ < MAX_SHADOWS ) ? shadowFactor( lights[i], 0.0 ) : 1; // skip if our shadow factor is too low // if ( Lshadow <= LIGHT_POWER_CUTOFF ) continue; // in case of any divergence // light radiance const vec3 Lr = lights[i].color.rgb * lights[i].power * Lattenuation * Lshadow; // skip if our radiance is too low // if ( Lr <= LIGHT_POWER_CUTOFF ) continue; // halfway vector const vec3 Lh = normalize(Li + Lo); // angle of incoming light const float cosLi = max(0.0, dot(surface.normal.eye, Li)); // angle of halfway light vector const float cosLh = max(0.0, dot(surface.normal.eye, Lh)); // Fresnel term for direct lighting const vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, Lo))); // Distribution for specular lighting const float D = ndfGGX( cosLh, surface.material.roughness * Rs); // Geometric attenuation for specular lighting const float G = gaSchlickGGX(cosLi, cosLo, surface.material.roughness * Rs); // final lighting const vec3 diffuse = mix(vec3(1.0) - F, vec3(0), surface.material.metallic) * surface.material.albedo.rgb; const vec3 specular = ( shadows < MAX_SHADOWS ) ? ((F * D * G) / max(EPSILON, 4.0 * cosLi * cosLo)) : vec3(0); surface.light.rgb += (diffuse + specular) * Lr * cosLi; surface.light.a += lights[i].power * Lattenuation * Lshadow; } #if 0 const float Rs = 4.0; // specular lighting looks gross without this uint shadows = 0; for ( uint i = 0; i < ubo.settings.lengths.lights; ++i ) { const Light light = lights[i]; if ( light.power <= LIGHT_POWER_CUTOFF ) continue; if ( surface.material.lightmapped && light.type >= 0 ) continue; const vec3 Liu = vec3(ubo.eyes[surface.pass].view * vec4(light.position, 1)) - surface.position.eye; const float Ld = length(Liu); const float La = 1.0 / (1 + (PI * pow(Ld, 2.0))); if ( La <= LIGHT_POWER_CUTOFF ) continue; const vec3 Li = normalize(Liu); const float Ls = ( shadows++ < ubo.settings.lighting.maxShadows ) ? shadowFactor( light, 0.0 ) : 1; if ( light.power * La * Ls <= LIGHT_POWER_CUTOFF ) continue; const float cosLi = max(0.0, dot(surface.normal.eye, Li)); const vec3 Lr = light.color.rgb * light.power * La * Ls; const vec3 Lh = normalize(Li + Lo); const float cosLh = max(0.0, dot(surface.normal.eye, Lh)); const vec3 F = fresnelSchlick( F0, max( 0.0, dot(Lh, Lo) ) ); const float D = ndfGGX( cosLh, surface.material.roughness * Rs ); const float G = gaSchlickGGX(cosLi, cosLo, surface.material.roughness); const vec3 diffuse = mix( vec3(1.0) - F, vec3(0.0), surface.material.metallic ) * surface.material.albedo.rgb; const vec3 specular = (F * D * G) / max(EPSILON, 4.0 * cosLi * cosLo); /* // lightmapped, compute only specular if ( light.type >= 0 && validTextureIndex( surface.instance.lightmapID ) ) surface.light.rgb += (specular) * Lr * cosLi; // point light, compute only diffuse // else if ( abs(light.type) == 1 ) surface.light.rgb += (diffuse) * Lr * cosLi; else surface.light.rgb += (diffuse + specular) * Lr * cosLi; */ surface.light.rgb += (diffuse + specular) * Lr * cosLi; surface.light.a += light.power * La * Ls; } #endif }