#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; }