#version 430 core #define PI 3.14159265359 float AMBIENT = 0.1; uniform vec3 albedo; uniform float metallic; uniform float roughness; uniform vec3 color; uniform vec3 lightPos; uniform vec3 viewPos; uniform vec3 ambientColor; uniform sampler2D colorTexture; in vec3 fragNormal; in vec3 fragPosition; in vec2 texCoords; out vec4 outColor; float specularD(float NdotH, float roughness) { float alpha = roughness * roughness; float alpha2 = alpha * alpha; float cos2ThetaH = NdotH * NdotH; float expTerm = (cos2ThetaH - 1.0) / (alpha2 * cos2ThetaH); return exp(expTerm) / (PI * alpha2 * pow(cos2ThetaH + alpha2 - 1.0, 2.0)); } vec3 specularF(float LdotH, vec3 F0) { return F0 + (vec3(1.0) - F0) * pow(1.0 - LdotH, 5.0); } float specularG(float NdotL, float NdotV, float roughness) { float k = (roughness + 1.0) * (roughness + 1.0) / 8.0; float GL = NdotL / (NdotL * (1.0 - k) + k); float GV = NdotV / (NdotV * (1.0 - k) + k); return GL * GV; } void main() { vec3 normal = normalize(fragNormal); vec3 viewDir = normalize(viewPos - fragPosition); vec3 lightDir = normalize(lightPos - fragPosition); vec3 F0 = vec3(0.04); F0 = mix(F0, albedo, metallic); float NdotL = max(dot(normal, lightDir), 0.0); float NdotV = max(dot(normal, viewDir), 0.0); vec3 H = normalize(lightDir + viewDir); float NdotH = max(dot(normal, H), 0.0); float LdotH = max(dot(lightDir, H), 0.0); vec3 albedo = texture(colorTexture, texCoords).rgb; albedo *= 2.0; vec3 specular = F0 * (specularD(NdotH, roughness) * specularF(LdotH, F0) * specularG(NdotL, NdotV, roughness)) / (4.0 * NdotL * NdotV); vec3 diffuse = (1.0 - F0) * albedo / PI; vec3 ambient = ambientColor * AMBIENT; vec3 finalColor = ambient + (diffuse + specular) * NdotL; outColor = vec4(finalColor, 1.0); }