#version 430 core float AMBIENT = 0.2; uniform vec3 color; uniform float metalness; uniform float roughness; in vec3 worldPos; in vec2 vecTex; in vec3 viewDirTS; in vec3 lightDirTS; out vec4 outColor; void main() { vec3 normal = vec3(0,0,1); vec3 L = (lightDirTS); vec3 V = (viewDirTS); vec3 H = normalize(L + V); float k = pow((roughness +1),2.0)/8.0; float D = (roughness * roughness) / (3.14159 * pow(pow(dot(normal, H), 2.0) * (roughness * roughness - 1.0) + 1.0, 2.0)); float G = dot(normal,L) / (dot(normal,L) * (1.0 - k) + k); vec3 F0 = mix(vec3(0.04), color, metalness); vec3 F = F0 + (1.0 - F0)* pow(1 - dot(V,H), 5.0); vec3 specular = (D*G*F)/(4 * dot(normal,L)* dot(normal,V) + 0.00001); vec3 kD = vec3(1.0) - F; vec3 BRDF = kD * (color/3.1458493) + specular; float diffuse=max(0.0001,dot(normal,L)); outColor = vec4(BRDF*min(1.0,AMBIENT + diffuse), 1.0); }