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#version 330 core
// https://github.com/Nadrin/PBR/blob/master/data/shaders/glsl/pbr_fs.glsl
#define PI 3.1415926538
out vec4 FragColor;
in vec3 frag_normal;
in vec3 fragPos;
in vec4 frag_pos_light_space;
uniform sampler2D shadow_map;
uniform vec3 viewPos;
uniform float perceptualRoughness; // [0, 1]
uniform float metallic; // [0, 1]
uniform float reflectance; // [0, 1]
uniform vec3 baseColor;
uniform vec3 lightDir;
uniform vec3 lightColor;
// IBL
uniform samplerCube irradianceMap;
uniform samplerCube prefilterMap;
uniform sampler2D brdfLUT;
float shadow_factor(vec4 frag_pos_light_space);
float distribGGX(float NoH, float a) {
float a2 = a * a;
float f = (NoH * a2 - NoH) * NoH + 1.0;
return a2 / (PI * f * f);
}
vec3 fresnelSchlick(float u, vec3 f0) {
return f0 + (vec3(1.0) - f0) * pow(1.0 - u, 5.0);
}
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
float geometrySmith(float NoV, float NoL, float a) {
float a2 = a * a;
float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);
float GGXV = NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);
return 0.5 / (GGXV + GGXL);
}
void main()
{
vec3 l = normalize(lightDir);
vec3 v = normalize(viewPos - fragPos);
vec3 n = frag_normal;
vec3 h = normalize(v + l);
float light_intensity = 1;
float perceptualRoughness2 = max(perceptualRoughness, 0.089);
float roughness = perceptualRoughness2 * perceptualRoughness2;
vec3 f0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + baseColor * metallic;
float NoV = abs(dot(n, v)) + 1e-5;
float NoL = clamp(dot(n, l), 0.0, 1.0);
float NoH = clamp(dot(n, h), 0.0, 1.0);
float LoH = clamp(dot(l, h), 0.0, 1.0);
vec3 color = vec3(0);
// Direct lighting
{
float D = distribGGX(NoH, roughness);
vec3 F = fresnelSchlick(LoH, f0);
float V = geometrySmith(NoV, NoL, roughness);
vec3 specular = (F * D * V) / (4.0 * NoV * NoL + 0.0001);
vec3 diffuse = (1 - F) * (1 - metallic) * baseColor / PI;
color = (diffuse + specular) * lightColor * light_intensity * NoL;
}
// Ambient lighting with IBL
vec3 ambient;
{
vec3 F = fresnelSchlickRoughness(NoV, f0, roughness);
vec3 irradiance = texture(irradianceMap, n).rgb;
vec3 diffuse = irradiance * baseColor;
float max_lod = 4;
float lod = roughness * max_lod;
vec3 r = reflect(-v, n); // -v?
vec3 prefilterColor = textureLod(prefilterMap, r, lod).rgb;
vec2 brdf = texture(brdfLUT, vec2(NoV, roughness)).rg;
vec3 specular = prefilterColor * (F * brdf.x + brdf.y);
float ao = 1;
ambient = ((1 - F) * (1 - metallic) * diffuse + specular) * ao;
}
float shadow = shadow_factor(frag_pos_light_space);
color = color + ambient;
color = color / (color + vec3(1.0)); // HDR tonemapping
color = pow(color, vec3(1.0/2.2)); // gamma correct
FragColor = vec4(color, 1.0);
}
float shadow_factor(vec4 frag_pos_light_space)
{
vec3 proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
proj_coords = proj_coords * 0.5 + 0.5;
float closest_depth = texture(shadow_map, proj_coords.xy).r;
float current_depth = proj_coords.z;
float bias = 0.005;
float shadow = 0;
vec2 delta = 1.0 / textureSize(shadow_map, 0);
for (int i = -1; i < 2; i++)
for (int j = -1; j < 2; j++) {
float closest_depth = texture(shadow_map, proj_coords.xy + vec2(i, j) * delta).r;
shadow += (current_depth - bias > closest_depth) ? 1.0 : 0.0;
}
shadow /= 9;
return shadow;
}