diff options
Diffstat (limited to 'assets/shaders/pbr_textured.frag')
-rw-r--r-- | assets/shaders/pbr_textured.frag | 159 |
1 files changed, 0 insertions, 159 deletions
diff --git a/assets/shaders/pbr_textured.frag b/assets/shaders/pbr_textured.frag deleted file mode 100644 index 0c801f8..0000000 --- a/assets/shaders/pbr_textured.frag +++ /dev/null @@ -1,159 +0,0 @@ -#version 410 core - -out vec4 FragColor; - -in vec3 fragWorldPos; -in vec3 fragNormal; -in vec2 fragTexCoords; - -in vec4 viewPos; - -struct PointLight { - vec4 position; - vec4 color; -}; - -// --- Uniforms - -// Lights data -#define NUM_POINT_LIGHTS 4 -uniform Lights { - PointLight pointLights[NUM_POINT_LIGHTS]; -} scene; - -uniform PBR_Params { - vec3 albedo; - float metallic; - float roughness; - float ao; -} params; - -// Material Textures -uniform sampler2D albedoMap; -uniform sampler2D metallicRoughnessMap; -uniform sampler2D aoMap; -uniform sampler2D normalMap; - -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); - -vec3 getNormalFromMap() -{ - vec3 tangentNormal = texture(normalMap, fragTexCoords).xyz * 2.0 - 1.0; - - 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)); - 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 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); -} - -/* 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; -} |