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-rw-r--r--assets/shaders/pbr_params.frag126
1 files changed, 0 insertions, 126 deletions
diff --git a/assets/shaders/pbr_params.frag b/assets/shaders/pbr_params.frag
deleted file mode 100644
index 7dbdc9d..0000000
--- a/assets/shaders/pbr_params.frag
+++ /dev/null
@@ -1,126 +0,0 @@
-#version 410 core
-
-out vec4 FragColor;
-
-layout(location = 0) in vec3 fragWorldPos;
-layout(location = 1) in vec3 fragNormal;
-layout(location = 2) in vec2 fragTexCoords;
-
-struct PointLight {
- vec4 position;
- vec4 color;
-};
-
-// --- Uniforms
-// Material properties
-uniform PBR_Params {
- uniform vec3 albedo;
- uniform float metallic;
- uniform float roughness;
- uniform float ao;
-} pbr;
-// Lights data
-#define NUM_POINT_LIGHTS 4
-uniform Scene_Lights {
- PointLight pointLights[NUM_POINT_LIGHTS];
- vec4 viewPos;
-} scene;
-
-const float PI = 3.14;
-
-// Forward declarations
-vec3 fresnelSchlick(float cosTheta, vec3 F0);
-float DistributionGGX(vec3 N, vec3 H, float roughness);
-float GeometrySchlickGGX(float NdotV, float roughness);
-float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
-
-void main() {
- vec3 norm = normalize(fragNormal); // N
- vec3 N = norm;
- vec3 viewDir = normalize(vec3(scene.viewPos) - fragWorldPos); // V
- vec3 V = viewDir;
-
- vec3 F0 = vec3(0.04);
- F0 = mix(F0, pbr.albedo, pbr.metallic);
-
- vec3 Lo = vec3(0.0);
- for (int i = 0; i < 4; ++i) {
- vec3 lightVec = normalize(vec3(scene.pointLights[i].position) - fragWorldPos); // L
- vec3 L = lightVec;
- vec3 halfway = normalize(viewDir + lightVec); // H
- vec3 H = halfway;
- float distance = length(vec3(scene.pointLights[i].position) - fragWorldPos);
- float attenuation = 1.0 / (distance * distance);
- vec3 radiance = vec3(scene.pointLights[i].color) * attenuation;
-
- // cook-torrance brdf
- float NDF = DistributionGGX(norm, halfway, pbr.roughness);
- float G = GeometrySmith(norm, viewDir, lightVec, pbr.roughness);
- // vec3 F = fresnelSchlick(max(dot(halfway, viewDir), 0.0), F0);
- vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
-
- vec3 numerator = NDF * G * F;
- float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
- vec3 specular = numerator / denominator;
-
- vec3 kS = F;
-
- vec3 kD = vec3(1.0) - kS;
- kD *= 1.0 - pbr.metallic;
-
- // add to outgoing radiance Lo
- float NdotL = max(dot(N, L), 0.0);
- Lo += (kD * pbr.albedo / PI + specular) * radiance * NdotL;
- // Lo += radiance;
- }
-
- vec3 ambient = vec3(0.03) * pbr.albedo * pbr.ao;
- vec3 color = ambient + Lo; //ambient + Lo;
-
- color = color / (color + vec3(1.0));
- color = pow(color, vec3(1.0/2.2));
-
- FragColor = vec4(color, 1.0);
- // FragColor = vec4(scene.pointLights[0].position);
- //FragColor = vec4(fragNormal, 1.0);
- // FragColor = vec4(pbr.metallic, pbr.roughness, pbr.ao, 1.0);
- // FragColor = scene.viewPos;
-}
-
-/* The below are from https://learnopengl.com/PBR/Lighting */
-
-vec3 fresnelSchlick(float cosTheta, vec3 F0) {
- return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
-}
-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 num = a2;
- float denom = (NdotH2 * (a2 - 1.0) + 1.0);
- denom = PI * denom * denom;
-
- return num / denom;
-}
-
-float GeometrySchlickGGX(float NdotV, float roughness)
-{
- float r = (roughness + 1.0);
- float k = (r*r) / 8.0;
-
- float num = NdotV;
- float denom = NdotV * (1.0 - k) + k;
-
- return num / 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;
-}