X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=pbrfrag.glsl;fp=pbrfrag.glsl;h=4421b99b6021a9e6a7da4953122bebf30bbf2499;hp=0000000000000000000000000000000000000000;hb=a03f2bc751bbd7f91cbc2f52d2f0f6e753d6f776;hpb=210d1b08cec40845d849e89baea8a9cc96917f60 diff --git a/pbrfrag.glsl b/pbrfrag.glsl new file mode 100644 index 0000000..4421b99 --- /dev/null +++ b/pbrfrag.glsl @@ -0,0 +1,107 @@ +#version 330 + +#define mdot(x, y) (max(dot(x, y), 0.f)) + +in vec3 worldPos, normal; +in vec2 texCoords; + +uniform vec3 camPos; + +uniform sampler2D albedoMap; +uniform sampler2D normalMap; +uniform sampler2D metallicMap; +uniform sampler2D roughnessMap; +uniform sampler2D aoMap; + +out vec4 fragColor; + +uniform vec3 lightPositions[4]; +uniform vec3 lightColors[4]; + +const float PI = 3.14159265359; + +vec3 fresnelSchlick(float cosTheta, vec3 F0) { + return F0 + (1.f - F0) * pow(1.f - cosTheta, 5.f); +} + +float distributionGGX(vec3 N, vec3 H, float roughness) { + float a = roughness * roughness; + float NdotH = mdot(N, H); + float denom = (NdotH * NdotH) * ((a * a) - 1.f) + 1.f; + denom = PI * denom * denom; + return (a * a) / denom; +} + +float geometrySchlickGGX(float NdotV, float roughness) { + float r = roughness + 1.f; + float k = (r * r) / 8.f; + return NdotV / (NdotV * (1.f - k) + k); +} + +float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { + float ggx1 = geometrySchlickGGX(mdot(N, L), roughness); + float ggx2 = geometrySchlickGGX(mdot(N, V), roughness); + return ggx1 * ggx2; +} + +vec3 getNormalFromMap() { + vec3 tangentNormal = texture(normalMap, texCoords).xyz * 2.f - 1.f; + 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); +} + +void main() { + vec3 albedo = pow(texture(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; + + vec3 N = normalize(normal); + vec3 V = normalize(camPos - worldPos); + + vec3 F0 = mix(vec3(0.04), albedo, metallic); + + // reflectance + vec3 Lo = vec3(0.f); + for (int i = 0; i < lightPositions.length(); i++) { + vec3 L = normalize(lightPositions[i] - worldPos); + vec3 H = normalize(V + L); + + // calculate radiance + float dist = length(lightPositions[i] - worldPos); + float attenuation = 5.f / (dist * dist); + vec3 radiance = lightColors[i] * attenuation; + + // cook-torrance brdf + vec3 F = fresnelSchlick(mdot(H, V), F0); + float NDF = distributionGGX(N, H, roughness); + float G = geometrySmith(N, V, L, roughness); + + float denom = 4.f * mdot(N, V) * mdot(N, L); + vec3 specular = (NDF * G * F) / max(denom, 0.0000001); + + vec3 kS = F; // fresnel = reflection ratio + vec3 kD = vec3(1.f) - kS; + kD *= 1.f - metallic; + + Lo += (kD * albedo / PI + specular) * radiance * mdot(N, L); + } + + vec3 ambient = vec3(0.03) * albedo * ao; + vec3 color = ambient + Lo; + + color = color / (color + vec3(1.f)); // map to HDR + color = pow(color, vec3(1.f / 2.2)); // gamma correction + + fragColor = vec4(color, 1.f); +}