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authorRay <raysan5@gmail.com>2019-05-17 20:03:04 +0200
committerRay <raysan5@gmail.com>2019-05-17 20:03:04 +0200
commit245cf2400e3f215b998d4e1f2ae1f9afefa0eb08 (patch)
tree15552dd041dab47c9ca23efbb4b8925c384beab2 /examples/models
parent0ec46e8976f48617fe39bc10a44ff7313d6b27ea (diff)
downloadraylib-245cf2400e3f215b998d4e1f2ae1f9afefa0eb08.tar.gz
raylib-245cf2400e3f215b998d4e1f2ae1f9afefa0eb08.zip
Review shader examples
Diffstat (limited to 'examples/models')
-rw-r--r--examples/models/models_material_pbr.c44
-rw-r--r--examples/models/models_skybox.c10
-rw-r--r--examples/models/resources/shaders/glsl100/brdf.fs (renamed from examples/models/resources/shaders/brdf.fs)0
-rw-r--r--examples/models/resources/shaders/glsl100/brdf.vs (renamed from examples/models/resources/shaders/brdf.vs)0
-rw-r--r--examples/models/resources/shaders/glsl100/cubemap.fs (renamed from examples/models/resources/shaders/cubemap.fs)0
-rw-r--r--examples/models/resources/shaders/glsl100/cubemap.vs (renamed from examples/models/resources/shaders/cubemap.vs)0
-rw-r--r--examples/models/resources/shaders/glsl100/irradiance.fs (renamed from examples/models/resources/shaders/irradiance.fs)0
-rw-r--r--examples/models/resources/shaders/glsl100/pbr.fs (renamed from examples/models/resources/shaders/pbr.fs)0
-rw-r--r--examples/models/resources/shaders/glsl100/pbr.vs (renamed from examples/models/resources/shaders/pbr.vs)0
-rw-r--r--examples/models/resources/shaders/glsl100/prefilter.fs (renamed from examples/models/resources/shaders/prefilter.fs)0
-rw-r--r--examples/models/resources/shaders/glsl100/skybox.fs (renamed from examples/models/resources/shaders/skybox.fs)0
-rw-r--r--examples/models/resources/shaders/glsl100/skybox.vs (renamed from examples/models/resources/shaders/skybox.vs)0
-rw-r--r--examples/models/resources/shaders/glsl330/brdf.fs133
-rw-r--r--examples/models/resources/shaders/glsl330/brdf.vs25
-rw-r--r--examples/models/resources/shaders/glsl330/cubemap.fs38
-rw-r--r--examples/models/resources/shaders/glsl330/cubemap.vs28
-rw-r--r--examples/models/resources/shaders/glsl330/irradiance.fs58
-rw-r--r--examples/models/resources/shaders/glsl330/pbr.fs298
-rw-r--r--examples/models/resources/shaders/glsl330/pbr.vs49
-rw-r--r--examples/models/resources/shaders/glsl330/prefilter.fs120
-rw-r--r--examples/models/resources/shaders/glsl330/skybox.fs31
-rw-r--r--examples/models/resources/shaders/glsl330/skybox.vs32
22 files changed, 844 insertions, 22 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index 5c308cfc..b8d320c7 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -17,6 +17,12 @@
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
#define CUBEMAP_SIZE 512 // Cubemap texture size
#define IRRADIANCE_SIZE 32 // Irradiance texture size
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
@@ -114,10 +120,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
{
Material mat = { 0 }; // NOTE: All maps textures are set to { 0 }
- #define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader
- #define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader
-
- mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
+ mat.shader = LoadShader(FormatText("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
// Get required locations points for PBR material
// NOTE: Those location names must be available and used in the shader code
@@ -144,23 +148,21 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
- // Set environment maps
- #define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader
- #define PATH_CUBEMAP_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader
- #define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
- #define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader
- #define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader
- #define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader
- #define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader
-
- Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
- printf("Loaded shader: cubemap\n");
- Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
- printf("Loaded shader: irradiance\n");
- Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
- printf("Loaded shader: prefilter\n");
- Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
- printf("Loaded shader: brdf\n");
+ // Load equirectangular to cubemap shader
+ Shader shdrCubemap = LoadShader(FormatText("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION));
+
+ // Load irradiance (GI) calculation shader
+ Shader shdrIrradiance = LoadShader(FormatText("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
+
+ // Load reflection prefilter calculation shader
+ Shader shdrPrefilter = LoadShader(FormatText("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
+
+ // Load bidirectional reflectance distribution function shader
+ Shader shdrBRDF = LoadShader(FormatText("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
// Setup required shader locations
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c
index 759c79c6..2d4d5710 100644
--- a/examples/models/models_skybox.c
+++ b/examples/models/models_skybox.c
@@ -11,6 +11,12 @@
#include "raylib.h"
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
int main()
{
// Initialization
@@ -29,7 +35,9 @@ int main()
// Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading
- skybox.materials[0].shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
+ skybox.materials[0].shader = LoadShader(FormatText("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION));
+
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
// Load cubemap shader and setup required shader locations
diff --git a/examples/models/resources/shaders/brdf.fs b/examples/models/resources/shaders/glsl100/brdf.fs
index d04bc661..d04bc661 100644
--- a/examples/models/resources/shaders/brdf.fs
+++ b/examples/models/resources/shaders/glsl100/brdf.fs
diff --git a/examples/models/resources/shaders/brdf.vs b/examples/models/resources/shaders/glsl100/brdf.vs
index 06384673..06384673 100644
--- a/examples/models/resources/shaders/brdf.vs
+++ b/examples/models/resources/shaders/glsl100/brdf.vs
diff --git a/examples/models/resources/shaders/cubemap.fs b/examples/models/resources/shaders/glsl100/cubemap.fs
index e8e28536..e8e28536 100644
--- a/examples/models/resources/shaders/cubemap.fs
+++ b/examples/models/resources/shaders/glsl100/cubemap.fs
diff --git a/examples/models/resources/shaders/cubemap.vs b/examples/models/resources/shaders/glsl100/cubemap.vs
index 5721eaa2..5721eaa2 100644
--- a/examples/models/resources/shaders/cubemap.vs
+++ b/examples/models/resources/shaders/glsl100/cubemap.vs
diff --git a/examples/models/resources/shaders/irradiance.fs b/examples/models/resources/shaders/glsl100/irradiance.fs
index b42d2143..b42d2143 100644
--- a/examples/models/resources/shaders/irradiance.fs
+++ b/examples/models/resources/shaders/glsl100/irradiance.fs
diff --git a/examples/models/resources/shaders/pbr.fs b/examples/models/resources/shaders/glsl100/pbr.fs
index 38d56c5d..38d56c5d 100644
--- a/examples/models/resources/shaders/pbr.fs
+++ b/examples/models/resources/shaders/glsl100/pbr.fs
diff --git a/examples/models/resources/shaders/pbr.vs b/examples/models/resources/shaders/glsl100/pbr.vs
index 8bd3faa1..8bd3faa1 100644
--- a/examples/models/resources/shaders/pbr.vs
+++ b/examples/models/resources/shaders/glsl100/pbr.vs
diff --git a/examples/models/resources/shaders/prefilter.fs b/examples/models/resources/shaders/glsl100/prefilter.fs
index 9439810d..9439810d 100644
--- a/examples/models/resources/shaders/prefilter.fs
+++ b/examples/models/resources/shaders/glsl100/prefilter.fs
diff --git a/examples/models/resources/shaders/skybox.fs b/examples/models/resources/shaders/glsl100/skybox.fs
index 053a2517..053a2517 100644
--- a/examples/models/resources/shaders/skybox.fs
+++ b/examples/models/resources/shaders/glsl100/skybox.fs
diff --git a/examples/models/resources/shaders/skybox.vs b/examples/models/resources/shaders/glsl100/skybox.vs
index dcbe6c3d..dcbe6c3d 100644
--- a/examples/models/resources/shaders/skybox.vs
+++ b/examples/models/resources/shaders/glsl100/skybox.vs
diff --git a/examples/models/resources/shaders/glsl330/brdf.fs b/examples/models/resources/shaders/glsl330/brdf.fs
new file mode 100644
index 00000000..d04bc661
--- /dev/null
+++ b/examples/models/resources/shaders/glsl330/brdf.fs
@@ -0,0 +1,133 @@
+/*******************************************************************************************
+*
+* BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader
+*
+* REF: https://github.com/HectorMF/BRDFGenerator
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+
+// Constant values
+const float PI = 3.14159265359;
+const uint MAX_SAMPLES = 1024u;
+
+// Output fragment color
+out vec4 finalColor;
+
+vec2 Hammersley(uint i, uint N);
+float RadicalInverseVdC(uint bits);
+float GeometrySchlickGGX(float NdotV, float roughness);
+float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
+vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
+vec2 IntegrateBRDF(float NdotV, float roughness);
+
+float RadicalInverseVdC(uint bits)
+{
+ bits = (bits << 16u) | (bits >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
+}
+
+// Compute Hammersley coordinates
+vec2 Hammersley(uint i, uint N)
+{
+ return vec2(float(i)/float(N), RadicalInverseVdC(i));
+}
+
+// Integrate number of importance samples for (roughness and NoV)
+vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
+{
+ float a = roughness*roughness;
+ float phi = 2.0 * PI * Xi.x;
+ float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
+ float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
+
+ // Transform from spherical coordinates to cartesian coordinates (halfway vector)
+ vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
+
+ // Transform from tangent space H vector to world space sample vector
+ vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
+ vec3 tangent = normalize(cross(up, N));
+ vec3 bitangent = cross(N, tangent);
+ vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
+
+ return normalize(sampleVec);
+}
+
+float GeometrySchlickGGX(float NdotV, float roughness)
+{
+ // For IBL k is calculated different
+ float k = (roughness*roughness)/2.0;
+
+ float nom = NdotV;
+ float denom = NdotV*(1.0 - k) + k;
+
+ return nom/denom;
+}
+
+// Compute the geometry term for the BRDF given roughness squared, NoV, NoL
+float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
+{
+ float NdotV = max(dot(N, V), 0.0);
+ float NdotL = max(dot(N, L), 0.0);
+ float ggx2 = GeometrySchlickGGX(NdotV, roughness);
+ float ggx1 = GeometrySchlickGGX(NdotL, roughness);
+
+ return ggx1*ggx2;
+}
+
+vec2 IntegrateBRDF(float NdotV, float roughness)
+{
+ float A = 0.0;
+ float B = 0.0;
+ vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
+ vec3 N = vec3(0.0, 0.0, 1.0);
+
+ for (uint i = 0u; i < MAX_SAMPLES; i++)
+ {
+ // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
+
+ vec2 Xi = Hammersley(i, MAX_SAMPLES); // Compute a Hammersely coordinate
+ vec3 H = ImportanceSampleGGX(Xi, N, roughness); // Integrate number of importance samples for (roughness and NoV)
+ vec3 L = normalize(2.0*dot(V, H)*H - V); // Compute reflection vector L
+
+ float NdotL = max(L.z, 0.0); // Compute normal dot light
+ float NdotH = max(H.z, 0.0); // Compute normal dot half
+ float VdotH = max(dot(V, H), 0.0); // Compute view dot half
+
+ if (NdotL > 0.0)
+ {
+ float G = GeometrySmith(N, V, L, roughness); // Compute the geometry term for the BRDF given roughness squared, NoV, NoL
+ float GVis = (G*VdotH)/(NdotH*NdotV); // Compute the visibility term given G, VoH, NoH, NoV, NoL
+ float Fc = pow(1.0 - VdotH, 5.0); // Compute the fresnel term given VoH
+
+ A += (1.0 - Fc)*GVis; // Sum the result given fresnel, geometry, visibility
+ B += Fc*GVis;
+ }
+ }
+
+ // Calculate brdf average sample
+ A /= float(MAX_SAMPLES);
+ B /= float(MAX_SAMPLES);
+
+ return vec2(A, B);
+}
+
+void main()
+{
+ // Calculate brdf based on texture coordinates
+ vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y);
+
+ // Calculate final fragment color
+ finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0);
+}
diff --git a/examples/models/resources/shaders/glsl330/brdf.vs b/examples/models/resources/shaders/glsl330/brdf.vs
new file mode 100644
index 00000000..06384673
--- /dev/null
+++ b/examples/models/resources/shaders/glsl330/brdf.vs
@@ -0,0 +1,25 @@
+/*******************************************************************************************
+*
+* rPBR [shader] - Bidirectional reflectance distribution function vertex shader
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+
+// Output vertex attributes (to fragment shader)
+out vec2 fragTexCoord;
+
+void main()
+{
+ // Calculate fragment position based on model transformations
+ fragTexCoord = vertexTexCoord;
+
+ // Calculate final vertex position
+ gl_Position = vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/models/resources/shaders/glsl330/cubemap.fs b/examples/models/resources/shaders/glsl330/cubemap.fs
new file mode 100644
index 00000000..e8e28536
--- /dev/null
+++ b/examples/models/resources/shaders/glsl330/cubemap.fs
@@ -0,0 +1,38 @@
+/*******************************************************************************************
+*
+* rPBR [shader] - Equirectangular to cubemap fragment shader
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec3 fragPosition;
+
+// Input uniform values
+uniform sampler2D equirectangularMap;
+
+// Output fragment color
+out vec4 finalColor;
+
+vec2 SampleSphericalMap(vec3 v)
+{
+ vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
+ uv *= vec2(0.1591, 0.3183);
+ uv += 0.5;
+ return uv;
+}
+
+void main()
+{
+ // Normalize local position
+ vec2 uv = SampleSphericalMap(normalize(fragPosition));
+
+ // Fetch color from texture map
+ vec3 color = texture(equirectangularMap, uv).rgb;
+
+ // Calculate final fragment color
+ finalColor = vec4(color, 1.0);
+}
diff --git a/examples/models/resources/shaders/glsl330/cubemap.vs b/examples/models/resources/shaders/glsl330/cubemap.vs
new file mode 100644
index 00000000..5721eaa2
--- /dev/null
+++ b/examples/models/resources/shaders/glsl330/cubemap.vs
@@ -0,0 +1,28 @@
+/*******************************************************************************************
+*
+* rPBR [shader] - Equirectangular to cubemap vertex shader
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 projection;
+uniform mat4 view;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+
+void main()
+{
+ // Calculate fragment position based on model transformations
+ fragPosition = vertexPosition;
+
+ // Calculate final vertex position
+ gl_Position = projection*view*vec4(vertexPosition, 1.0);
+}
diff --git a/examples/models/resources/shaders/glsl330/irradiance.fs b/examples/models/resources/shaders/glsl330/irradiance.fs
new file mode 100644
index 00000000..b42d2143
--- /dev/null
+++ b/examples/models/resources/shaders/glsl330/irradiance.fs
@@ -0,0 +1,58 @@
+/*******************************************************************************************
+*
+* rPBR [shader] - Irradiance cubemap fragment shader
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec3 fragPosition;
+
+// Input uniform values
+uniform samplerCube environmentMap;
+
+// Constant values
+const float PI = 3.14159265359f;
+
+// Output fragment color
+out vec4 finalColor;
+
+void main()
+{
+ // The sample direction equals the hemisphere's orientation
+ vec3 normal = normalize(fragPosition);
+
+ vec3 irradiance = vec3(0.0);
+
+ vec3 up = vec3(0.0, 1.0, 0.0);
+ vec3 right = cross(up, normal);
+ up = cross(normal, right);
+
+ float sampleDelta = 0.025f;
+ float nrSamples = 0.0f;
+
+ for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta)
+ {
+ for (float theta = 0.0; theta < 0.5*PI; theta += sampleDelta)
+ {
+ // Spherical to cartesian (in tangent space)
+ vec3 tangentSample = vec3(sin(theta)*cos(phi), sin(theta)*sin(phi), cos(theta));
+
+ // tangent space to world
+ vec3 sampleVec = tangentSample.x*right + tangentSample.y*up + tangentSample.z*normal;
+
+ // Fetch color from environment cubemap
+ irradiance += texture(environmentMap, sampleVec).rgb*cos(theta)*sin(theta);
+ nrSamples++;
+ }
+ }
+
+ // Calculate irradiance average value from samples
+ irradiance = PI*irradiance*(1.0/float(nrSamples));
+
+ // Calculate final fragment color
+ finalColor = vec4(irradiance, 1.0);
+}
diff --git a/examples/models/resources/shaders/glsl330/pbr.fs b/examples/models/resources/shaders/glsl330/pbr.fs
new file mode 100644
index 00000000..38d56c5d
--- /dev/null
+++ b/examples/models/resources/shaders/glsl330/pbr.fs
@@ -0,0 +1,298 @@
+/*******************************************************************************************
+*
+* rPBR [shader] - Physically based rendering fragment shader
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+#define MAX_REFLECTION_LOD 4.0
+#define MAX_DEPTH_LAYER 20
+#define MIN_DEPTH_LAYER 10
+
+#define MAX_LIGHTS 4
+#define LIGHT_DIRECTIONAL 0
+#define LIGHT_POINT 1
+
+struct MaterialProperty {
+ vec3 color;
+ int useSampler;
+ sampler2D sampler;
+};
+
+struct Light {
+ int enabled;
+ int type;
+ vec3 position;
+ vec3 target;
+ vec4 color;
+};
+
+// Input vertex attributes (from vertex shader)
+in vec3 fragPosition;
+in vec2 fragTexCoord;
+in vec3 fragNormal;
+in vec3 fragTangent;
+in vec3 fragBinormal;
+
+// Input material values
+uniform MaterialProperty albedo;
+uniform MaterialProperty normals;
+uniform MaterialProperty metalness;
+uniform MaterialProperty roughness;
+uniform MaterialProperty occlusion;
+uniform MaterialProperty emission;
+uniform MaterialProperty height;
+
+// Input uniform values
+uniform samplerCube irradianceMap;
+uniform samplerCube prefilterMap;
+uniform sampler2D brdfLUT;
+
+// Input lighting values
+uniform Light lights[MAX_LIGHTS];
+
+// Other uniform values
+uniform int renderMode;
+uniform vec3 viewPos;
+vec2 texCoord;
+
+// Constant values
+const float PI = 3.14159265359;
+
+// Output fragment color
+out vec4 finalColor;
+
+vec3 ComputeMaterialProperty(MaterialProperty property);
+float DistributionGGX(vec3 N, vec3 H, float roughness);
+float GeometrySchlickGGX(float NdotV, float roughness);
+float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
+vec3 fresnelSchlick(float cosTheta, vec3 F0);
+vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
+vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir);
+
+vec3 ComputeMaterialProperty(MaterialProperty property)
+{
+ vec3 result = vec3(0.0, 0.0, 0.0);
+
+ if (property.useSampler == 1) result = texture(property.sampler, texCoord).rgb;
+ else result = property.color;
+
+ return result;
+}
+
+float DistributionGGX(vec3 N, vec3 H, float roughness)
+{
+ float a = roughness*roughness;
+ float a2 = a*a;
+ float NdotH = max(dot(N, H), 0.0);
+ float NdotH2 = NdotH*NdotH;
+
+ float nom = a2;
+ float denom = (NdotH2*(a2 - 1.0) + 1.0);
+ denom = PI*denom*denom;
+
+ return nom/denom;
+}
+
+float GeometrySchlickGGX(float NdotV, float roughness)
+{
+ float r = (roughness + 1.0);
+ float k = r*r/8.0;
+
+ float nom = NdotV;
+ float denom = NdotV*(1.0 - k) + k;
+
+ return nom/denom;
+}
+float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
+{
+ float NdotV = max(dot(N, V), 0.0);
+ float NdotL = max(dot(N, L), 0.0);
+ float ggx2 = GeometrySchlickGGX(NdotV, roughness);
+ float ggx1 = GeometrySchlickGGX(NdotL, roughness);
+
+ return ggx1*ggx2;
+}
+
+vec3 fresnelSchlick(float cosTheta, vec3 F0)
+{
+ return F0 + (1.0 - F0)*pow(1.0 - cosTheta, 5.0);
+}
+
+vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
+{
+ return F0 + (max(vec3(1.0 - roughness), F0) - F0)*pow(1.0 - cosTheta, 5.0);
+}
+
+vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
+{
+ // Calculate the number of depth layers and calculate the size of each layer
+ float numLayers = mix(MAX_DEPTH_LAYER, MIN_DEPTH_LAYER, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
+ float layerDepth = 1.0/numLayers;
+
+ // Calculate depth of current layer
+ float currentLayerDepth = 0.0;
+
+ // Calculate the amount to shift the texture coordinates per layer (from vector P)
+ // Note: height amount is stored in height material attribute color R channel (sampler use is independent)
+ vec2 P = viewDir.xy*height.color.r;
+ vec2 deltaTexCoords = P/numLayers;
+
+ // Store initial texture coordinates and depth values
+ vec2 currentTexCoords = texCoords;
+ float currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
+
+ while (currentLayerDepth < currentDepthMapValue)
+ {
+ // Shift texture coordinates along direction of P
+ currentTexCoords -= deltaTexCoords;
+
+ // Get depth map value at current texture coordinates
+ currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
+
+ // Get depth of next layer
+ currentLayerDepth += layerDepth;
+ }
+
+ // Get texture coordinates before collision (reverse operations)
+ vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
+
+ // Get depth after and before collision for linear interpolation
+ float afterDepth = currentDepthMapValue - currentLayerDepth;
+ float beforeDepth = texture(height.sampler, prevTexCoords).r - currentLayerDepth + layerDepth;
+
+ // Interpolation of texture coordinates
+ float weight = afterDepth/(afterDepth - beforeDepth);
+ vec2 finalTexCoords = prevTexCoords*weight + currentTexCoords*(1.0 - weight);
+
+ return finalTexCoords;
+}
+
+void main()
+{
+ // Calculate TBN and RM matrices
+ mat3 TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
+
+ // Calculate lighting required attributes
+ vec3 normal = normalize(fragNormal);
+ vec3 view = normalize(viewPos - fragPosition);
+ vec3 refl = reflect(-view, normal);
+
+ // Check if parallax mapping is enabled and calculate texture coordinates to use based on height map
+ // NOTE: remember that 'texCoord' variable must be assigned before calling any ComputeMaterialProperty() function
+ if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view);
+ else texCoord = fragTexCoord; // Use default texture coordinates
+
+ // Fetch material values from texture sampler or color attributes
+ vec3 color = ComputeMaterialProperty(albedo);
+ vec3 metal = ComputeMaterialProperty(metalness);
+ vec3 rough = ComputeMaterialProperty(roughness);
+ vec3 emiss = ComputeMaterialProperty(emission);
+ vec3 ao = ComputeMaterialProperty(occlusion);
+
+ // Check if normal mapping is enabled
+ if (normals.useSampler == 1)
+ {
+ // Fetch normal map color and transform lighting values to tangent space
+ normal = ComputeMaterialProperty(normals);
+ normal = normalize(normal*2.0 - 1.0);
+ normal = normalize(normal*TBN);
+
+ // Convert tangent space normal to world space due to cubemap reflection calculations
+ refl = normalize(reflect(-view, normal));
+ }
+
+ // Calculate reflectance at normal incidence
+ vec3 F0 = vec3(0.04);
+ F0 = mix(F0, color, metal.r);
+
+ // Calculate lighting for all lights
+ vec3 Lo = vec3(0.0);
+ vec3 lightDot = vec3(0.0);
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].enabled == 1)
+ {
+ // Calculate per-light radiance
+ vec3 light = vec3(0.0);
+ vec3 radiance = lights[i].color.rgb;
+ if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
+ else if (lights[i].type == LIGHT_POINT)
+ {
+ light = normalize(lights[i].position - fragPosition);
+ float distance = length(lights[i].position - fragPosition);
+ float attenuation = 1.0/(distance*distance);
+ radiance *= attenuation;
+ }
+
+ // Cook-torrance BRDF
+ vec3 high = normalize(view + light);
+ float NDF = DistributionGGX(normal, high, rough.r);
+ float G = GeometrySmith(normal, view, light, rough.r);
+ vec3 F = fresnelSchlick(max(dot(high, view), 0.0), F0);
+ vec3 nominator = NDF*G*F;
+ float denominator = 4*max(dot(normal, view), 0.0)*max(dot(normal, light), 0.0) + 0.001;
+ vec3 brdf = nominator/denominator;
+
+ // Store to kS the fresnel value and calculate energy conservation
+ vec3 kS = F;
+ vec3 kD = vec3(1.0) - kS;
+
+ // Multiply kD by the inverse metalness such that only non-metals have diffuse lighting
+ kD *= 1.0 - metal.r;
+
+ // Scale light by dot product between normal and light direction
+ float NdotL = max(dot(normal, light), 0.0);
+
+ // Add to outgoing radiance Lo
+ // Note: BRDF is already multiplied by the Fresnel so it doesn't need to be multiplied again
+ Lo += (kD*color/PI + brdf)*radiance*NdotL*lights[i].color.a;
+ lightDot += radiance*NdotL + brdf*lights[i].color.a;
+ }
+ }
+
+ // Calculate ambient lighting using IBL
+ vec3 F = fresnelSchlickRoughness(max(dot(normal, view), 0.0), F0, rough.r);
+ vec3 kS = F;
+ vec3 kD = 1.0 - kS;
+ kD *= 1.0 - metal.r;
+
+ // Calculate indirect diffuse
+ vec3 irradiance = texture(irradianceMap, fragNormal).rgb;
+ vec3 diffuse = color*irradiance;
+
+ // Sample both the prefilter map and the BRDF lut and combine them together as per the Split-Sum approximation
+ vec3 prefilterColor = textureLod(prefilterMap, refl, rough.r*MAX_REFLECTION_LOD).rgb;
+ vec2 brdf = texture(brdfLUT, vec2(max(dot(normal, view), 0.0), rough.r)).rg;
+ vec3 reflection = prefilterColor*(F*brdf.x + brdf.y);
+
+ // Calculate final lighting
+ vec3 ambient = (kD*diffuse + reflection)*ao;
+
+ // Calculate fragment color based on render mode
+ vec3 fragmentColor = ambient + Lo + emiss; // Physically Based Rendering
+
+ if (renderMode == 1) fragmentColor = color; // Albedo
+ else if (renderMode == 2) fragmentColor = normal; // Normals
+ else if (renderMode == 3) fragmentColor = metal; // Metalness
+ else if (renderMode == 4) fragmentColor = rough; // Roughness
+ else if (renderMode == 5) fragmentColor = ao; // Ambient Occlusion
+ else if (renderMode == 6) fragmentColor = emiss; // Emission
+ else if (renderMode == 7) fragmentColor = lightDot; // Lighting
+ else if (renderMode == 8) fragmentColor = kS; // Fresnel
+ else if (renderMode == 9) fragmentColor = irradiance; // Irradiance
+ else if (renderMode == 10) fragmentColor = reflection; // Reflection
+
+ // Apply HDR tonemapping
+ fragmentColor = fragmentColor/(fragmentColor + vec3(1.0));
+
+ // Apply gamma correction
+ fragmentColor = pow(fragmentColor, vec3(1.0/2.2));
+
+ // Calculate final fragment color
+ finalColor = vec4(fragmentColor, 1.0);
+}
diff --git a/examples/models/resources/shaders/glsl330/pbr.vs b/examples/models/resources/shaders/glsl330/pbr.vs
new file mode 100644
index 00000000..8bd3faa1
--- /dev/null
+++ b/examples/models/resources/shaders/glsl330/pbr.vs
@@ -0,0 +1,49 @@
+/*******************************************************************************************
+*
+* rPBR [shader] - Physically based rendering vertex shader
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexTangent;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec3 fragNormal;
+out vec3 fragTangent;
+out vec3 fragBinormal;
+
+void main()
+{
+ // Calculate binormal from vertex normal and tangent
+ vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
+
+ // Calculate fragment normal based on normal transformations
+ mat3 normalMatrix = transpose(inverse(mat3(matModel)));
+
+ // Calculate fragment position based on model transformations
+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
+
+ // Send vertex attributes to fragment shader
+ fragTexCoord = vertexTexCoord;
+ fragNormal = normalize(normalMatrix*vertexNormal);
+ fragTangent = normalize(normalMatrix*vec3(vertexTangent));
+ fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
+ fragBinormal = normalize(normalMatrix*vertexBinormal);
+ fragBinormal = cross(fragNormal, fragTangent);
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/models/resources/shaders/glsl330/prefilter.fs b/examples/models/resources/shaders/glsl330/prefilter.fs
new file mode 100644
index 00000000..9439810d
--- /dev/null
+++ b/examples/models/resources/shaders/glsl330/prefilter.fs
@@ -0,0 +1,120 @@
+/*******************************************************************************************
+*
+* rPBR [shader] - Prefiltered environment for reflections fragment shader
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+#define MAX_SAMPLES 1024u
+#define CUBEMAP_RESOLUTION 1024.0
+
+// Input vertex attributes (from vertex shader)
+in vec3 fragPosition;
+
+// Input uniform values
+uniform samplerCube environmentMap;
+uniform float roughness;
+
+// Constant values
+const float PI = 3.14159265359f;
+
+// Output fragment color
+out vec4 finalColor;
+
+float DistributionGGX(vec3 N, vec3 H, float roughness);
+float RadicalInverse_VdC(uint bits);
+vec2 Hammersley(uint i, uint N);
+vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
+
+float DistributionGGX(vec3 N, vec3 H, float roughness)
+{
+ float a = roughness*roughness;
+ float a2 = a*a;
+ float NdotH = max(dot(N, H), 0.0);
+ float NdotH2 = NdotH*NdotH;
+
+ float nom = a2;
+ float denom = (NdotH2*(a2 - 1.0) + 1.0);
+ denom = PI*denom*denom;
+
+ return nom/denom;
+}
+
+float RadicalInverse_VdC(uint bits)
+{
+ bits = (bits << 16u) | (bits >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
+}
+
+vec2 Hammersley(uint i, uint N)
+{
+ return vec2(float(i)/float(N), RadicalInverse_VdC(i));
+}
+
+vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
+{
+ float a = roughness*roughness;
+ float phi = 2.0 * PI * Xi.x;
+ float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
+ float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
+
+ // Transform from spherical coordinates to cartesian coordinates (halfway vector)
+ vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
+
+ // Transform from tangent space H vector to world space sample vector
+ vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
+ vec3 tangent = normalize(cross(up, N));
+ vec3 bitangent = cross(N, tangent);
+ vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
+
+ return normalize(sampleVec);
+}
+
+void main()
+{
+ // Make the simplyfying assumption that V equals R equals the normal
+ vec3 N = normalize(fragPosition);
+ vec3 R = N;
+ vec3 V = R;
+
+ vec3 prefilteredColor = vec3(0.0);
+ float totalWeight = 0.0;
+
+ for (uint i = 0u; i < MAX_SAMPLES; i++)
+ {
+ // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
+ vec2 Xi = Hammersley(i, MAX_SAMPLES);
+ vec3 H = ImportanceSampleGGX(Xi, N, roughness);
+ vec3 L = normalize(2.0*dot(V, H)*H - V);
+
+ float NdotL = max(dot(N, L), 0.0);
+ if(NdotL > 0.0)
+ {
+ // Sample from the environment's mip level based on roughness/pdf
+ float D = DistributionGGX(N, H, roughness);
+ float NdotH = max(dot(N, H), 0.0);
+ float HdotV = max(dot(H, V), 0.0);
+ float pdf = D*NdotH/(4.0*HdotV) + 0.0001;
+
+ float resolution = CUBEMAP_RESOLUTION;
+ float saTexel = 4.0*PI/(6.0*resolution*resolution);
+ float saSample = 1.0/(float(MAX_SAMPLES)*pdf + 0.0001);
+ float mipLevel = ((roughness == 0.0) ? 0.0 : 0.5*log2(saSample/saTexel));
+
+ prefilteredColor += textureLod(environmentMap, L, mipLevel).rgb*NdotL;
+ totalWeight += NdotL;
+ }
+ }
+
+ // Calculate prefilter average color
+ prefilteredColor = prefilteredColor/totalWeight;
+
+ // Calculate final fragment color
+ finalColor = vec4(prefilteredColor, 1.0);
+}
diff --git a/examples/models/resources/shaders/glsl330/skybox.fs b/examples/models/resources/shaders/glsl330/skybox.fs
new file mode 100644
index 00000000..053a2517
--- /dev/null
+++ b/examples/models/resources/shaders/glsl330/skybox.fs
@@ -0,0 +1,31 @@
+/*******************************************************************************************
+*
+* rPBR [shader] - Background skybox fragment shader
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec3 fragPosition;
+
+// Input uniform values
+uniform samplerCube environmentMap;
+
+// Output fragment color
+out vec4 finalColor;
+
+void main()
+{
+ // Fetch color from texture map
+ vec3 color = texture(environmentMap, fragPosition).rgb;
+
+ // Apply gamma correction
+ color = color/(color + vec3(1.0));
+ color = pow(color, vec3(1.0/2.2));
+
+ // Calculate final fragment color
+ finalColor = vec4(color, 1.0);
+}
diff --git a/examples/models/resources/shaders/glsl330/skybox.vs b/examples/models/resources/shaders/glsl330/skybox.vs
new file mode 100644
index 00000000..dcbe6c3d
--- /dev/null
+++ b/examples/models/resources/shaders/glsl330/skybox.vs
@@ -0,0 +1,32 @@
+/*******************************************************************************************
+*
+* rPBR [shader] - Background skybox vertex shader
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 projection;
+uniform mat4 view;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+
+void main()
+{
+ // Calculate fragment position based on model transformations
+ fragPosition = vertexPosition;
+
+ // Remove translation from the view matrix
+ mat4 rotView = mat4(mat3(view));
+ vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0);
+
+ // Calculate final vertex position
+ gl_Position = clipPos.xyww;
+}