varying vec3 light_surf; varying vec3 eye_surf; varying vec3 tangent_surf; varying vec2 texcoord; uniform sampler2D normal_sampler; uniform sampler2D heightmap_sampler; uniform float F0, ni; float schlick_fresnel(float n_dot_l) { return F0 + (1 - F0) * pow(1 - n_dot_l, 5); } /* This returns garbage compared to Schlick. */ float fresnel(float v_dot_h) { float c = v_dot_h; /* cos theta, v . h or l . h */ float g = sqrt(ni * ni + c * c - 1); float gmc = g - c; float gpc = g + c; float c_gpc_m_1_squared = (c * gpc - 1) * (c * gpc - 1); float c_gmc_p_1_squared = (c * gmc + 1) * (c * gmc + 1); return gmc*gmc / (2 * gpc*gpc) * (1 + c_gmc_p_1_squared / c_gpc_m_1_squared); } void main() { const vec4 material_color = vec4(0.7, 0.5, 0.3, 0.0); vec3 l = normalize(light_surf); vec3 v = normalize(eye_surf); vec3 h = normalize(l + v); vec3 t = normalize(tangent_surf); vec3 n = texture2D(normal_sampler, texcoord).xyz * 2 - 1; /* Hack: Reduce the significance of our normal map, which otherwise * looks incongruous with the straight edges. */ n = normalize(n + vec3(0,0,1)); float n_dot_l = dot(n, l); float n_dot_v = dot(n, v); float n_dot_h = dot(n, h); float v_dot_h = dot(v, h); float s = .7; float d = 1 - s; float Ii = 0.9; /*intensity of incoming light */ float Iia = .1 * Ii; /*intensity of ambient light */ float cos2_alpha = n_dot_h * n_dot_h; float tan2_alpha = (1 - cos2_alpha) / cos2_alpha; float Rs; float D; /* Aniso BRDF from Ward's "Measuring and Modeling * Anisotropic Reflection". */ /* brushed metal */ float ward_n = .037; float ward_m = .063; /* Make phi be the angle between the projections of * the tangent and half-angle vectors onto the * surface plane (z=0). Doing it right would involve * projecting onto the plane defined by n. */ float cos_phi = dot(normalize(t.xy), normalize(h.xy)); float cos2_phi_over_m2 = ((cos_phi * cos_phi) / (ward_m * ward_m)); float sin2_phi_over_n2 = ((1 - cos_phi * cos_phi) / (ward_n * ward_n)); #if 1 D = exp(-tan2_alpha * (cos2_phi_over_m2 + sin2_phi_over_n2)); #else /* Ward's "computationally convenient" equation. * Doesn't work. */ D = exp(-2 * (cos2_phi_over_m2 + sin2_phi_over_n2) / (1 + n_dot_h)); #endif Rs = 2 * schlick_fresnel(n_dot_l) * D / sqrt(n_dot_l * n_dot_v) / (ward_m * ward_n); Rs *= step(0, n_dot_l); Rs *= step(0, n_dot_v); float Rd = (1 - F0) * 2; /* Ambient occlusion factor -- sample the height map we * used to generate the normal map, and reduce intensity in * the valleys. */ float heightmap = texture2D(heightmap_sampler, texcoord).x; float Ra = Rd * (.8 + .2 * heightmap); gl_FragColor = n_dot_l * step(0, n_dot_l) * vec4(material_color.xyz * (Rd * d + Rs * s), material_color.w) + Iia * Ra * material_color.xyzw; /* Debugging scalars -- Map [0,1] to [0.5,1] to catch negative * values. Multiply by the step function to catch when * the scalar won't come into play because Rs == 0. */ #if 0 gl_FragColor = vec4(vec3(F0 / 2 + .5), 1); #endif /* Normal visualization */ /* vec3 temp = vec3((normal.x + 1) / 2, (normal.y + 1) / 2, (normal.z + 1) / 2); gl_FragColor = vec4(temp.xyz, 0); */ /* gl_FragColor = texture2D(normal_sampler, texcoord); */ }