diff options
Diffstat (limited to 'assets/shaders/pbr_textured.frag')
-rw-r--r-- | assets/shaders/pbr_textured.frag | 160 |
1 files changed, 80 insertions, 80 deletions
diff --git a/assets/shaders/pbr_textured.frag b/assets/shaders/pbr_textured.frag index 8148f05..d1c725c 100644 --- a/assets/shaders/pbr_textured.frag +++ b/assets/shaders/pbr_textured.frag @@ -22,10 +22,10 @@ uniform Lights { } scene; uniform PBR_Params { - vec3 albedo; - float metallic; - float roughness; - float ao; + vec3 albedo; + float metallic; + float roughness; + float ao; } params; // Material Textures @@ -46,114 +46,114 @@ vec3 getNormalFromMap() { vec3 tangentNormal = texture(normalMap, fragTexCoords).xyz * 2.0 - 1.0; - vec3 Q1 = dFdx(fragWorldPos); - vec3 Q2 = dFdy(fragWorldPos); + vec3 Q1 = dFdx(fragWorldPos); + vec3 Q2 = dFdy(fragWorldPos); vec2 st1 = dFdx(fragTexCoords); vec2 st2 = dFdy(fragTexCoords); - vec3 N = normalize(fragNormal); - vec3 T = normalize(Q1*st2.t - Q2*st1.t); - vec3 B = -normalize(cross(N, T)); + vec3 N = normalize(fragNormal); + vec3 T = normalize(Q1 * st2.t - Q2 * st1.t); + vec3 B = -normalize(cross(N, T)); mat3 TBN = mat3(T, B, N); return normalize(TBN * tangentNormal); } void main() { - // vec3 albedo = pow(texture(albedoMap, fragTexCoords).rgb, vec3(2.2)); - vec3 albedo = params.albedo * texture(albedoMap, fragTexCoords).rgb; - float metallic = params.metallic * texture(metallicRoughnessMap, fragTexCoords).b; - float roughness = params.roughness * texture(metallicRoughnessMap, fragTexCoords).g; - float ao = texture(aoMap, fragTexCoords).r; - - // vec3 norm = normalize(fragNormal); // N - vec3 norm = getNormalFromMap(); - vec3 N = norm; - vec3 viewDir = normalize(vec3(viewPos) - fragWorldPos); // V - vec3 V = viewDir; - - vec3 F0 = vec3(0.04); - F0 = mix(F0, albedo, 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, roughness); - float G = GeometrySmith(norm, viewDir, lightVec, 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 - metallic; - - // add to outgoing radiance Lo - float NdotL = max(dot(N, L), 0.0); - Lo += (kD * albedo / PI + specular) * radiance * NdotL; - // Lo += radiance; - } + // vec3 albedo = pow(texture(albedoMap, fragTexCoords).rgb, vec3(2.2)); + vec3 albedo = params.albedo * texture(albedoMap, fragTexCoords).rgb; + float metallic = params.metallic * texture(metallicRoughnessMap, fragTexCoords).b; + float roughness = params.roughness * texture(metallicRoughnessMap, fragTexCoords).g; + float ao = texture(aoMap, fragTexCoords).r; + + // vec3 norm = normalize(fragNormal); // N + vec3 norm = getNormalFromMap(); + vec3 N = norm; + vec3 viewDir = normalize(vec3(viewPos) - fragWorldPos); // V + vec3 V = viewDir; + + vec3 F0 = vec3(0.04); + F0 = mix(F0, albedo, 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, roughness); + float G = GeometrySmith(norm, viewDir, lightVec, 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 - metallic; + + // add to outgoing radiance Lo + float NdotL = max(dot(N, L), 0.0); + Lo += (kD * albedo / PI + specular) * radiance * NdotL; + // Lo += radiance; + } + + vec3 ambient = vec3(0.03) * albedo * ao; + vec3 color = ambient + Lo; //ambient + Lo; - vec3 ambient = vec3(0.03) * albedo * 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(1.0); - // FragColor = vec4(scene.pointLights[0].position); - // FragColor = vec4(albedo, 1.0); - // FragColor = vec4(pbr.metallic, pbr.roughness, pbr.ao, 1.0); - // FragColor = vec4(fragTexCoords, 0.0, 1.0); + color = pow(color, vec3(1.0 / 2.2)); + + // FragColor = vec4(color, 1.0); + FragColor = vec4(1.0); + // FragColor = vec4(scene.pointLights[0].position); + // FragColor = vec4(albedo, 1.0); + // FragColor = vec4(pbr.metallic, pbr.roughness, pbr.ao, 1.0); + // FragColor = vec4(fragTexCoords, 0.0, 1.0); } /* 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); + 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 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; + float num = a2; + float denom = (NdotH2 * (a2 - 1.0) + 1.0); + denom = PI * denom * denom; - return num / denom; + return num / denom; } float GeometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); - float k = (r*r) / 8.0; + float k = (r * r) / 8.0; - float num = NdotV; + 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); - + float ggx2 = GeometrySchlickGGX(NdotV, roughness); + float ggx1 = GeometrySchlickGGX(NdotL, roughness); + return ggx1 * ggx2; } |