uniform vec3 camPos;
-uniform sampler2D albedoMap;
-uniform sampler2D normalMap;
-uniform sampler2D metallicMap;
-uniform sampler2D roughnessMap;
-uniform sampler2D aoMap;
+struct Material {
+ sampler2D albedoMap;
+ sampler2D normalMap;
+ sampler2D metallicRoughnessMap;
+ sampler2D aoMap;
+ bool hasAlbedo, hasNormal, hasMetallicRoughness, hasAo;
+};
+uniform Material mat;
+
uniform samplerCube irradianceMap;
uniform samplerCube prefilterMap;
uniform sampler2D brdfMap;
out vec4 fragColor;
-uniform vec3 lightPositions[4];
-uniform vec3 lightColors[4];
+uniform int numLights;
+uniform vec3 lightPositions[8];
+uniform vec3 lightColors[8];
const float PI = 3.14159265359;
}
vec3 getNormalFromMap() {
- vec3 tangentNormal = texture(normalMap, texCoords).xyz * 2.f - 1.f;
+ vec3 tangentNormal = vec3(0, 0, 1);
+ if (mat.hasNormal)
+ tangentNormal = texture(mat.normalMap, texCoords).xyz * 2.f - 1.f;
vec3 Q1 = dFdx(worldPos);
vec3 Q2 = dFdy(worldPos);
vec2 st1 = dFdx(texCoords);
}
void main() {
- vec3 albedo = pow(texture(albedoMap, texCoords).rgb, vec3(2.2));
+ vec3 albedo = vec3(1);
+ if (mat.hasAlbedo)
+ albedo = pow(texture(mat.albedoMap, texCoords).rgb, vec3(2.2));
+
vec3 normal = getNormalFromMap();
- float metallic = texture(metallicMap, texCoords).r;
- float roughness = texture(roughnessMap, texCoords).r;
- float ao = texture(aoMap, texCoords).r;
+
+ float metallic = 0, roughness = 1;
+ if (mat.hasMetallicRoughness) {
+ metallic = texture(mat.metallicRoughnessMap, texCoords).b;
+ roughness = texture(mat.metallicRoughnessMap, texCoords).g;
+ }
+ float ao = mat.hasAo ? texture(mat.aoMap, texCoords).r : 1;
vec3 N = normalize(normal);
vec3 V = normalize(camPos - worldPos);
// reflectance
vec3 Lo = vec3(0.f);
- for (int i = 0; i < lightPositions.length(); i++) {
+ for (int i = 0; i < numLights; i++) {
vec3 L = normalize(lightPositions[i] - worldPos);
vec3 H = normalize(V + L);