X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=pbrfrag.glsl;h=c45242dfadb39f834d56cc0c6cac828185a83c4c;hp=4421b99b6021a9e6a7da4953122bebf30bbf2499;hb=610bb8ddab4ec871cadfed0a0b66695b8fea41a4;hpb=a03f2bc751bbd7f91cbc2f52d2f0f6e753d6f776 diff --git a/pbrfrag.glsl b/pbrfrag.glsl index 4421b99..c45242d 100644 --- a/pbrfrag.glsl +++ b/pbrfrag.glsl @@ -9,14 +9,16 @@ uniform vec3 camPos; uniform sampler2D albedoMap; uniform sampler2D normalMap; -uniform sampler2D metallicMap; -uniform sampler2D roughnessMap; +uniform sampler2D metallicRoughnessMap; uniform sampler2D aoMap; +uniform samplerCube irradianceMap; +uniform samplerCube prefilterMap; +uniform sampler2D brdfMap; out vec4 fragColor; -uniform vec3 lightPositions[4]; -uniform vec3 lightColors[4]; +uniform vec3 lightPositions[6]; +uniform vec3 lightColors[6]; const float PI = 3.14159265359; @@ -24,6 +26,10 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.f - F0) * pow(1.f - cosTheta, 5.f); } +vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) { + return F0 + (max(vec3(1.f - roughness), F0) - F0) * pow(1.f - cosTheta, 5.f); +} + float distributionGGX(vec3 N, vec3 H, float roughness) { float a = roughness * roughness; float NdotH = mdot(N, H); @@ -62,8 +68,8 @@ vec3 getNormalFromMap() { 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 metallic = texture(metallicRoughnessMap, texCoords).b; + float roughness = texture(metallicRoughnessMap, texCoords).g; float ao = texture(aoMap, texCoords).r; vec3 N = normalize(normal); @@ -71,6 +77,8 @@ void main() { vec3 F0 = mix(vec3(0.04), albedo, metallic); + vec3 R = reflect(-V, N); + // reflectance vec3 Lo = vec3(0.f); for (int i = 0; i < lightPositions.length(); i++) { @@ -97,7 +105,20 @@ void main() { Lo += (kD * albedo / PI + specular) * radiance * mdot(N, L); } - vec3 ambient = vec3(0.03) * albedo * ao; + vec3 F = fresnelSchlickRoughness(mdot(N, V), F0, roughness); + + vec3 kS = F; + vec3 kD = (1.f - kS) * (1.f - metallic); + + vec3 irradiance = texture(irradianceMap, N).rgb; + vec3 diffuse = irradiance * albedo; + + const float maxReflectionLoD = 4.f; + vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * maxReflectionLoD).rgb; + vec2 envBRDF = texture(brdfMap, vec2(mdot(N, V), roughness)).rg; + vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y); + + vec3 ambient = (kD * diffuse + specular) * ao; vec3 color = ambient + Lo; color = color / (color + vec3(1.f)); // map to HDR