3 #define mdot(x, y) (max(dot(x, y), 0.f))
5 in vec3 worldPos, normal;
13 sampler2D metallicRoughnessMap;
15 bool hasAlbedo, hasNormal, hasMetallicRoughness, hasAo;
19 uniform samplerCube irradianceMap;
20 uniform samplerCube prefilterMap;
21 uniform sampler2D brdfMap;
25 uniform vec3 lightPositions[6];
26 uniform vec3 lightColors[6];
28 const float PI = 3.14159265359;
30 vec3 fresnelSchlick(float cosTheta, vec3 F0) {
31 return F0 + (1.f - F0) * pow(1.f - cosTheta, 5.f);
34 vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) {
35 return F0 + (max(vec3(1.f - roughness), F0) - F0) * pow(1.f - cosTheta, 5.f);
38 float distributionGGX(vec3 N, vec3 H, float roughness) {
39 float a = roughness * roughness;
40 float NdotH = mdot(N, H);
41 float denom = (NdotH * NdotH) * ((a * a) - 1.f) + 1.f;
42 denom = PI * denom * denom;
43 return (a * a) / denom;
46 float geometrySchlickGGX(float NdotV, float roughness) {
47 float r = roughness + 1.f;
48 float k = (r * r) / 8.f;
49 return NdotV / (NdotV * (1.f - k) + k);
52 float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
53 float ggx1 = geometrySchlickGGX(mdot(N, L), roughness);
54 float ggx2 = geometrySchlickGGX(mdot(N, V), roughness);
58 vec3 getNormalFromMap() {
59 vec3 tangentNormal = vec3(0, 0, 1);
61 tangentNormal = texture(mat.normalMap, texCoords).xyz * 2.f - 1.f;
62 vec3 Q1 = dFdx(worldPos);
63 vec3 Q2 = dFdy(worldPos);
64 vec2 st1 = dFdx(texCoords);
65 vec2 st2 = dFdy(texCoords);
67 vec3 N = normalize(normal);
68 vec3 T = normalize(Q1 * st2.t - Q2 * st1.t);
69 vec3 B = -normalize(cross(N, T));
70 mat3 TBN = mat3(T, B, N);
72 return normalize(TBN * tangentNormal);
76 vec3 albedo = vec3(1);
78 albedo = pow(texture(mat.albedoMap, texCoords).rgb, vec3(2.2));
80 vec3 normal = getNormalFromMap();
82 float metallic = 0, roughness = 1;
83 if (mat.hasMetallicRoughness) {
84 metallic = texture(mat.metallicRoughnessMap, texCoords).b;
85 roughness = texture(mat.metallicRoughnessMap, texCoords).g;
87 float ao = mat.hasAo ? texture(mat.aoMap, texCoords).r : 1;
89 vec3 N = normalize(normal);
90 vec3 V = normalize(camPos - worldPos);
92 vec3 F0 = mix(vec3(0.04), albedo, metallic);
94 vec3 R = reflect(-V, N);
98 for (int i = 0; i < lightPositions.length(); i++) {
99 vec3 L = normalize(lightPositions[i] - worldPos);
100 vec3 H = normalize(V + L);
102 // calculate radiance
103 float dist = length(lightPositions[i] - worldPos);
104 float attenuation = 5.f / (dist * dist);
105 vec3 radiance = lightColors[i] * attenuation;
107 // cook-torrance brdf
108 vec3 F = fresnelSchlick(mdot(H, V), F0);
109 float NDF = distributionGGX(N, H, roughness);
110 float G = geometrySmith(N, V, L, roughness);
112 float denom = 4.f * mdot(N, V) * mdot(N, L);
113 vec3 specular = (NDF * G * F) / max(denom, 0.0000001);
115 vec3 kS = F; // fresnel = reflection ratio
116 vec3 kD = vec3(1.f) - kS;
117 kD *= 1.f - metallic;
119 Lo += (kD * albedo / PI + specular) * radiance * mdot(N, L);
122 vec3 F = fresnelSchlickRoughness(mdot(N, V), F0, roughness);
125 vec3 kD = (1.f - kS) * (1.f - metallic);
127 vec3 irradiance = texture(irradianceMap, N).rgb;
128 vec3 diffuse = irradiance * albedo;
130 const float maxReflectionLoD = 4.f;
131 vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * maxReflectionLoD).rgb;
132 vec2 envBRDF = texture(brdfMap, vec2(mdot(N, V), roughness)).rg;
133 vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
135 vec3 ambient = (kD * diffuse + specular) * ao;
136 vec3 color = ambient + Lo;
138 color = color / (color + vec3(1.f)); // map to HDR
139 color = pow(color, vec3(1.f / 2.2)); // gamma correction
141 fragColor = vec4(color, 1.f);