adding pbr shader for plants.......?...?..?
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@ -1,9 +1,15 @@
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#version 430 core
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#define PI 3.14159265359
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float AMBIENT = 0.1;
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uniform vec3 albedo;
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uniform float metallic;
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uniform float roughness;
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uniform vec3 color;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform vec3 ambientColor;
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uniform sampler2D colorTexture;
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in vec3 fragNormal;
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@ -12,40 +18,55 @@ in vec2 texCoords;
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out vec4 outColor;
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uniform float shininess;
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uniform vec3 ambientColor;
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uniform vec3 specularColor;
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uniform vec3 emissiveColor;
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uniform float opticalDensity;
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uniform float dissolve;
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uniform int illuminationModel;
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float specularD(float NdotH, float roughness)
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{
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float alpha = roughness * roughness;
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float alpha2 = alpha * alpha;
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float cos2ThetaH = NdotH * NdotH;
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float expTerm = (cos2ThetaH - 1.0) / (alpha2 * cos2ThetaH);
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return exp(expTerm) / (PI * alpha2 * pow(cos2ThetaH + alpha2 - 1.0, 2.0));
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}
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vec3 specularF(float LdotH, vec3 F0)
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{
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return F0 + (vec3(1.0) - F0) * pow(1.0 - LdotH, 5.0);
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}
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float specularG(float NdotL, float NdotV, float roughness)
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{
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float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
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float GL = NdotL / (NdotL * (1.0 - k) + k);
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float GV = NdotV / (NdotV * (1.0 - k) + k);
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return GL * GV;
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}
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void main()
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{
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vec3 lightDir = normalize(lightPos - fragPosition);
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vec3 normal = normalize(fragNormal);
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float diffuse = max(0.0, dot(normal, lightDir));
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vec3 viewDir = normalize(viewPos - fragPosition);
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vec3 lightDir = normalize(lightPos - fragPosition);
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vec3 lambertian = texture(colorTexture, texCoords).rgb * diffuse;
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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vec3 viewDir = normalize(-fragPosition);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float specular = pow(max(0.0, dot(normal, halfwayDir)), shininess);
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vec3 blinnPhong = specularColor * specular;
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float NdotL = max(dot(normal, lightDir), 0.0);
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float NdotV = max(dot(normal, viewDir), 0.0);
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vec3 emissive = emissiveColor;
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vec3 H = normalize(lightDir + viewDir);
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float NdotH = max(dot(normal, H), 0.0);
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float LdotH = max(dot(lightDir, H), 0.0);
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vec3 albedo = texture(colorTexture, texCoords).rgb;
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albedo *= 2.0;
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vec3 specular = F0 * (specularD(NdotH, roughness) * specularF(LdotH, F0) * specularG(NdotL, NdotV, roughness)) / (4.0 * NdotL * NdotV);
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vec3 diffuse = (1.0 - F0) * albedo / PI;
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vec3 ambient = ambientColor * AMBIENT;
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vec3 finalColor = lambertian + blinnPhong + emissive + ambient;
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finalColor *= (1.0 - dissolve);
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vec3 finalColor = ambient + (diffuse + specular) * NdotL;
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outColor = vec4(finalColor, 1.0);
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}
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@ -399,7 +399,8 @@ void drawObjectTexture_plant(Core::RenderContext& context, glm::mat4 modelMatrix
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glUniform1f(glGetUniformLocation(program, "opticalDensity"), material.Ni);
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//glUniform1f(glGetUniformLocation(program, "dissolve"), material.d);
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glUniform1i(glGetUniformLocation(program, "illuminationModel"), material.illum);
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glUniform1f(glGetUniformLocation(program, "metallic"), 0.05);
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glUniform1f(glGetUniformLocation(program, "roughness"), 0.2);
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Core::DrawContext(context);
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glUseProgram(0);
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}
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