diff options
Diffstat (limited to 'Build/source/utils/asymptote/webgl/fragment.glsl')
-rw-r--r-- | Build/source/utils/asymptote/webgl/fragment.glsl | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/Build/source/utils/asymptote/webgl/fragment.glsl b/Build/source/utils/asymptote/webgl/fragment.glsl new file mode 100644 index 00000000000..de9ab75dac5 --- /dev/null +++ b/Build/source/utils/asymptote/webgl/fragment.glsl @@ -0,0 +1,95 @@ +#ifdef NORMAL +#ifndef ORTHOGRAPHIC +varying vec3 ViewPosition; +#endif +varying vec3 Normal; +varying vec4 diffuse; +varying vec3 specular; +varying float roughness,metallic,fresnel0; + +float Roughness2; +vec3 normal; + +struct Light { + vec3 direction; + vec3 color; +}; + +uniform Light Lights[Nlights]; + +float NDF_TRG(vec3 h) +{ + float ndoth=max(dot(normal,h),0.0); + float alpha2=Roughness2*Roughness2; + float denom=ndoth*ndoth*(alpha2-1.0)+1.0; + return denom != 0.0 ? alpha2/(denom*denom) : 0.0; +} + +float GGX_Geom(vec3 v) +{ + float ndotv=max(dot(v,normal),0.0); + float ap=1.0+Roughness2; + float k=0.125*ap*ap; + return ndotv/((ndotv*(1.0-k))+k); +} + +float Geom(vec3 v, vec3 l) +{ + return GGX_Geom(v)*GGX_Geom(l); +} + +float Fresnel(vec3 h, vec3 v, float fresnel0) +{ + float a=1.0-max(dot(h,v),0.0); + float b=a*a; + return fresnel0+(1.0-fresnel0)*b*b*a; +} + +// physical based shading using UE4 model. +vec3 BRDF(vec3 viewDirection, vec3 lightDirection) +{ + vec3 lambertian=diffuse.rgb; + vec3 h=normalize(lightDirection+viewDirection); + + float omegain=max(dot(viewDirection,normal),0.0); + float omegali=max(dot(lightDirection,normal),0.0); + + float D=NDF_TRG(h); + float G=Geom(viewDirection,lightDirection); + float F=Fresnel(h,viewDirection,fresnel0); + + float denom=4.0*omegain*omegali; + float rawReflectance=denom > 0.0 ? (D*G)/denom : 0.0; + + vec3 dielectric=mix(lambertian,rawReflectance*specular,F); + vec3 metal=rawReflectance*diffuse.rgb; + + return mix(dielectric,metal,metallic); +} +#endif +varying vec4 emissive; + +void main(void) +{ +#if defined(NORMAL) && nlights > 0 + normal=normalize(Normal); + normal=gl_FrontFacing ? normal : -normal; +#ifdef ORTHOGRAPHIC + vec3 viewDir=vec3(0.0,0.0,1.0); +#else + vec3 viewDir=-normalize(ViewPosition); +#endif + Roughness2=roughness*roughness; + vec3 color=emissive.rgb; + for(int i=0; i < nlights; ++i) { + Light Li=Lights[i]; + vec3 L=Li.direction; + float cosTheta=max(dot(normal,L),0.0); + vec3 radiance=cosTheta*Li.color; + color += BRDF(viewDir,L)*radiance; + } + gl_FragColor=vec4(color,diffuse.a); +#else + gl_FragColor=emissive; +#endif +} |