#version 430 core out vec4 FragColor; in vec2 TexCoords; in vec3 worldPos; in vec3 Normal; uniform vec3 cameraPos; uniform vec3 lightPos; uniform vec3 lightColor; uniform sampler2D albedoMap; uniform sampler2D normalMap; uniform sampler2D metallicMap; uniform sampler2D roughnessMap; uniform sampler2D aoMap; const float PI = 3.14159265359; vec3 getNormalFromMap() { vec3 tangentNormal = texture(normalMap, TexCoords).xyz * 2.0 - 1.0; vec3 Q1 = dFdx(worldPos); vec3 Q2 = dFdy(worldPos); vec2 st1 = dFdx(TexCoords); vec2 st2 = dFdy(TexCoords); vec3 N = normalize(Normal); vec3 T = normalize(Q1*st2.t - Q2*st1.t); vec3 B = -normalize(cross(N, T)); mat3 TBN = mat3(T, B, N); return normalize(TBN * tangentNormal); } vec3 fresnelSchlick(float cosTheta, vec3 F0){ return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); } float DistributionGGX(vec3 N, vec3 H, float roughness) { float a = roughness*roughness; float a2 = a*a; float NdotH = max(dot(N, H), 0.0); float NdotH2 = NdotH*NdotH; float num = a2; float denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return num / denom; } float GeometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); float k = (r*r) / 8.0; float num = NdotV; float denom = NdotV * (1.0 - k) + k; return num / denom; } float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); float ggx2 = GeometrySchlickGGX(NdotV, roughness); float ggx1 = GeometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } void main() { vec3 albedo = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2)); float metallic = texture(metallicMap, TexCoords).r; float roughness = texture(roughnessMap, TexCoords).r; float ao = texture(aoMap, TexCoords).r; vec3 N = getNormalFromMap(); vec3 V = normalize(cameraPos - worldPos); vec3 F0 = vec3(0.04); F0 = mix(F0, albedo, metallic); vec3 Lo = vec3(0.0); vec3 L = normalize(lightPos - worldPos); vec3 H = normalize(V + L); float distance = length(lightPos - worldPos); float attenuation = 1.0 / (distance * distance); vec3 radiance = lightColor * attenuation; float NDF = DistributionGGX(N, H, roughness); float G = GeometrySmith(N, V, L, roughness); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); vec3 numerator = NDF * G * F; float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; vec3 specular = numerator / denominator; vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - metallic; float NdotL = max(dot(N, L), 0.0); Lo += (kD * albedo / PI + specular) * radiance * NdotL; vec3 ambient = vec3(0.03) * albedo * ao; vec3 color = ambient + Lo; color = color / (color + vec3(1.0)); color = pow(color, vec3(1.0/2.2)); FragColor = vec4(color, 1.0)*vec4(0.0, 0.8, 0.95, 1.0); }