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#version 330 core
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struct Light {
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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out vec4 FragColor;
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in vec3 frag_normal;
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in vec3 fragPos;
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in vec4 frag_pos_light_space;
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uniform sampler2D shadow_map;
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uniform vec3 viewPos;
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uniform float perceptualRoughness; // [0, 1]
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uniform float metallic; // [0, 1]
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uniform float reflectance; // [0, 1]
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uniform vec3 baseColor;
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uniform Light light;
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float shadow_factor(vec4 frag_pos_light_space)
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{
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vec3 proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
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proj_coords = proj_coords * 0.5 + 0.5;
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float closest_depth = texture(shadow_map, proj_coords.xy).r;
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float current_depth = proj_coords.z;
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float bias = 0.005;
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float shadow = 0;
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vec2 delta = 1.0 / textureSize(shadow_map, 0);
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for (int i = -1; i < 2; i++)
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for (int j = -1; j < 2; j++) {
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float closest_depth = texture(shadow_map, proj_coords.xy + vec2(i, j) * delta).r;
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shadow += (current_depth - bias > closest_depth) ? 1.0 : 0.0;
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}
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shadow /= 9;
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return shadow;
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}
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float D_GGX(float NoH, float a) {
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float a2 = a * a;
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float f = (NoH * a2 - NoH) * NoH + 1.0;
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return a2 / (PI * f * f);
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}
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vec3 F_Schlick(float u, vec3 f0) {
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return f0 + (vec3(1.0) - f0) * pow(1.0 - u, 5.0);
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}
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float V_SmithGGXCorrelated(float NoV, float NoL, float a) {
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float a2 = a * a;
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float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);
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float GGXV = NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);
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return 0.5 / (GGXV + GGXL);
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}
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float Fd_Lambert() {
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return 1.0 / PI;
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}
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void main()
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{
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// NOTE: frag_normal is normalized by the vertex shader
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/*
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vec3 l = normalize(light.direction);
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vec3 v = viewDir;
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vec3 n = frag_normal;
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vec3 h = normalize(v + l);
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vec3 diffuseColor = (1.0 - metallic) * baseColor.rgb;
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vec3 f0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + baseColor * metallic;
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float NoV = abs(dot(n, v)) + 1e-5;
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float NoL = clamp(dot(n, l), 0.0, 1.0);
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float NoH = clamp(dot(n, h), 0.0, 1.0);
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float LoH = clamp(dot(l, h), 0.0, 1.0);
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float roughness = perceptualRoughness * perceptualRoughness;
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float D = D_GGX(NoH, roughness);
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vec3 F = F_Schlick(LoH, f0);
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float V = V_SmithGGXCorrelated(NoV, NoL, roughness);
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// specular BRDF
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vec3 Fr = (D * V) * F;
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//vec3 energyCompensation = 1.0 + f0 * (1.0 / dfg.y - 1.0);
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//// Scale the specular lobe to account for multiscattering
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//Fr *= pixel.energyCompensation;
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// diffuse BRDF
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vec3 Fd = diffuseColor * Fd_Lambert();
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// apply lighting...
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float shadow = shadow_factor(frag_pos_light_space);
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*/
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vec3 result = vec3(1, 0, 0); // Fd + Fr * (1 - shadow);
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FragColor = vec4(result, 1.0);
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}
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