#version 430 core float AMBIENT = 0.3; float roughness = 0.2; float metalic = 0.8; uniform vec3 color; uniform sampler2D colorTexture; uniform sampler2D normalSampler; 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 = normalize(lightDirTS- worldPos); vec3 V = normalize(viewDirTS - worldPos); vec3 textureColor = texture2D(colorTexture, vecTex).xyz; vec3 N = texture2D(normalSampler, vecTex).xyz; N = 2.0 * N - 1.0; N = normalize(N); vec3 H = normalize(L + V); // może trzeba zmienić plus na minus float NdotH = max(0.0, dot(N, H)); // zamienić kolejność i 00000001 float NdotL = max(0.0, dot(N, L)); float NdotV = max(0.0, dot(N, V)); float VdotH = max(0.0, dot(V, H)); float k = pow((roughness +1),2.0)/8.0; float D = (roughness * roughness) / (3.14159 * pow(pow(NdotH * NdotH,2.0) * (roughness * roughness - 1.0) + 1.0, 2.0)); float ggx1 = NdotV / (NdotV * (1.0 - k) + k); float ggx2 = NdotL / (NdotL * (1.0 - k) + k); vec3 F0 = vec3(0.04); float G = ggx1 * ggx2; vec3 F = F0 + (1.0-F0)*pow(1-VdotH,5.0); vec3 specular = (D*G*F)/(4*NdotL*NdotV); vec3 kD = vec3(1.0) - F; vec3 BRDF = kD*(textureColor/3.1458493) + specular; float diffuse=max(0,dot(N,L)); outColor = vec4(( textureColor * min(1,AMBIENT+diffuse)), 1.0); }