X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=pbrfrag.glsl;h=d4c7eceb7e26cbb97e529768c50ce9a1469454ef;hp=c45242dfadb39f834d56cc0c6cac828185a83c4c;hb=5e2b8438a1600a790dc105d25b7d5cd2278864aa;hpb=610bb8ddab4ec871cadfed0a0b66695b8fea41a4 diff --git a/pbrfrag.glsl b/pbrfrag.glsl index c45242d..d4c7ece 100644 --- a/pbrfrag.glsl +++ b/pbrfrag.glsl @@ -7,18 +7,24 @@ in vec2 texCoords; uniform vec3 camPos; -uniform sampler2D albedoMap; -uniform sampler2D normalMap; -uniform sampler2D metallicRoughnessMap; -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[6]; -uniform vec3 lightColors[6]; +uniform int numLights; +uniform vec3 lightPositions[8]; +uniform vec3 lightColors[8]; const float PI = 3.14159265359; @@ -51,7 +57,9 @@ float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { } 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); @@ -66,11 +74,18 @@ vec3 getNormalFromMap() { } 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(metallicRoughnessMap, texCoords).b; - float roughness = texture(metallicRoughnessMap, texCoords).g; - 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); @@ -81,7 +96,7 @@ void main() { // 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);