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- #version 330 core
- out vec4 FragColor;
- in vec2 TexCoords;
- in vec3 WorldPos;
- in vec3 Normal;
- uniform sampler2D albedoMap;
- uniform sampler2D metallicMap;
- uniform sampler2D roughnessMap;
- uniform sampler2D normalMap;
- uniform sampler2D aoMap;
- uniform vec3 lightPositions[1];
- uniform vec3 lightColors[1];
- uniform vec3 camPos;
- const float PI = 3.14159265359;
- vec3 getNormalFromMap()
- {
- vec3 tangentNormal = texture(normalMap, TexCoords).xyz * 2.0 - 1.0;
- vec3 Q1 = dFdx(WorldPos);
- vec3 Q2 = dFdy(WorldPos);
- vec2 st1 = dFdx(TexCoords);
- vec2 st2 = dFdy(TexCoords);
- vec3 N = normalize(Normal);
- 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);
- }
- 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 nom = a2;
- float denom = (NdotH2 * (a2 - 1.0) + 1.0);
- denom = PI * denom * denom;
- return nom / max(denom, 0.0000001);
- }
- float GeometrySchlickGGX(float NdotV, float roughness)
- {
- float r = (roughness + 1.0);
- float k = (r*r) / 8.0;
- float nom = NdotV;
- float denom = NdotV * (1.0 - k) + k;
- return nom / 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;
- }
- vec3 fresnelSchlick(float cosTheta, vec3 F0)
- {
- return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
- }
- void main()
- {
- vec3 albedo = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2));
- float metallic = texture(metallicMap, TexCoords).r;
- float roughness = texture(roughnessMap, TexCoords).r;
- float ao = texture(aoMap, TexCoords).r;
- vec3 N = getNormalFromMap();
- vec3 V = normalize(camPos - WorldPos);
- vec3 F0 = vec3(0.04);
- F0 = mix(F0, albedo, metallic);
- vec3 Lo = vec3(0.0);
- for(int i = 0; i < 1; ++i)
- {
- vec3 L = normalize(lightPositions[i] - WorldPos);
- vec3 H = normalize(V + L);
- float distance = length(lightPositions[i] - WorldPos);
- float attenuation = 1.0 / (distance * distance);
- vec3 radiance = lightColors[i] * attenuation;
- float NDF = DistributionGGX(N, H, roughness);
- float G = GeometrySmith(N, V, L, roughness);
- vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
- vec3 nominator = NDF * G * F;
- float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
- vec3 specular = nominator / max(denominator, 0.001); // prevent divide by zero for NdotV=0.0 or NdotL=0.0
- vec3 kS = F;
- vec3 kD = vec3(1.0) - kS;
- kD *= 1.0 - metallic;
- float NdotL = max(dot(N, L), 0.0);
- Lo += (kD * albedo / PI + specular) * radiance * NdotL;
- }
- vec3 ambient = vec3(0.03) * albedo * ao;
- vec3 color = ambient + Lo;
- color = color / (color + vec3(1.0));
- // Do this:
- //FragColor = vec4(color, 1.0);
- FragColor = vec4(vec3(texture(albedoMap, TexCoords)), 1.0);
- }
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