#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; }