#version 430 core float AMBIENT = 0.2; uniform vec3 color; uniform float metalness; uniform float roughness; uniform vec3 lightPos; uniform vec3 lightColor; in vec3 viewDirTS; in vec3 lightDirTS; in vec3 worldPos; out vec4 outColor; in mat3 TBN; void main() { vec3 normal = normalize(TBN * vec3(0, 0, 1)); // Normal z TBN vec3 L = normalize(lightPos - worldPos); vec3 V = normalize(viewDirTS); vec3 H = normalize(L + V); float k = pow((roughness + 1), 2.0) / 8.0; float D = (roughness * roughness) / (3.14159 * pow(pow(dot(normal, H), 2.0) * (roughness * roughness - 1.0) + 1.0, 2.0)); float G = dot(normal, L) / (dot(normal, L) * (1.0 - k) + k); vec3 F0 = mix(vec3(0.04), color, metalness); vec3 F = F0 + (1.0 - F0) * pow(1 - dot(V, H), 5.0); vec3 specular = lightColor * (D * G * F) / (4 * dot(normal, L) * dot(normal, V) + 0.00001); vec3 kD = vec3(1.0) - F; vec3 diffuse = lightColor * kD * (color / 3.1458493); vec3 finalColor = (diffuse + specular) * min(1.0, AMBIENT + max(dot(normal, L), 0.0)); outColor = vec4(finalColor, 1.0); }