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