bluenoise-raytracer/ray_tracing_gltf/shaders/gltf.glsl

60 lines
1.5 KiB
GLSL

struct GltfMaterial
{
int shadingModel; // 0: metallic-roughness, 1: specular-glossiness
// PbrMetallicRoughness
vec4 pbrBaseColorFactor;
int pbrBaseColorTexture;
float pbrMetallicFactor;
float pbrRoughnessFactor;
int pbrMetallicRoughnessTexture;
// KHR_materials_pbrSpecularGlossiness
vec4 khrDiffuseFactor;
int khrDiffuseTexture;
vec3 khrSpecularFactor;
float khrGlossinessFactor;
int khrSpecularGlossinessTexture;
int emissiveTexture;
vec3 emissiveFactor;
int alphaMode;
float alphaCutoff;
bool doubleSided;
int normalTexture;
float normalTextureScale;
int occlusionTexture;
float occlusionTextureStrength;
};
struct PrimMeshInfo
{
uint indexOffset;
uint vertexOffset;
int materialIndex;
};
vec3 computeDiffuse(GltfMaterial mat, vec3 lightDir, vec3 normal)
{
// Lambertian
float dotNL = max(dot(normal, lightDir), 0.0);
return mat.pbrBaseColorFactor.xyz * dotNL;
}
vec3 computeSpecular(GltfMaterial mat, vec3 viewDir, vec3 lightDir, vec3 normal)
{
// Compute specular only if not in shadow
const float kPi = 3.14159265;
const float kShininess = 60.0;
// Specular
const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi);
vec3 V = normalize(-viewDir);
vec3 R = reflect(-lightDir, normal);
float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess);
return vec3(specular);
}