#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; float shadow_factor(vec4 frag_pos_light_space); float D_GGX(float NoH, float a) { float a2 = a * a; float f = (NoH * a2 - NoH) * NoH + 1.0; return a2 / (PI * f * f); } vec3 F_Schlick(float u, vec3 f0) { return f0 + (vec3(1.0) - f0) * pow(1.0 - u, 5.0); } float V_SmithGGXCorrelated(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); } float Fd_Lambert() { return 1.0 / PI; } void main() { vec3 l = normalize(lightDir); vec3 v = normalize(viewPos - fragPos); vec3 n = frag_normal; vec3 h = normalize(v + l); float light_intensity = 1; vec3 albedo = baseColor; vec3 diffuseColor = (1.0 - metallic) * baseColor; 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); float roughness = perceptualRoughness * perceptualRoughness; float D = D_GGX(NoH, roughness); vec3 F = F_Schlick(LoH, f0); float V = V_SmithGGXCorrelated(NoV, NoL, roughness); // specular BRDF float denominator = 4.0 * max(dot(n, v), 0.0) * max(dot(n, l), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero vec3 Fr = (D * V) * F / denominator; vec3 radiance = lightColor; vec3 light = ((vec3(1.0) - F) * (1.0 - metallic) * albedo / PI + Fr) * radiance * NoL; float shadow = shadow_factor(frag_pos_light_space); vec3 ambient = vec3(0.03) * albedo; vec3 color = (ambient + light) * (1 - shadow); /* // HDR tonemapping color = color / (color + vec3(1.0)); // gamma correct color = pow(color, vec3(1.0/2.2)); */ 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; }