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-rw-r--r--assets/shaders/pbr_textured.frag160
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;
}