#version 450 core layout(location=0) in vec3 FragmentWorldPos; layout(location=1) in vec3 FragmentWorldNormal; layout(location=0) out vec4 FragColor; layout(binding=10) uniform WorldMatrix // hgl/math/Math.h { mat4 ortho; mat4 projection; mat4 inverse_projection; mat4 modelview; mat4 inverse_modelview; mat4 mvp; mat4 inverse_mvp; vec4 camera_pos; vec2 canvas_resolution; vec2 viewport_resolution; }fs_world; layout(binding=1) uniform PBRMaterial { vec4 color; float metallic; float roughness; } pbr_material; layout(binding=2) uniform Sun { vec3 direction; }sun; const float PI = 3.14159265359; // Normal Distribution function -------------------------------------- float D_GGX(float dotNH, float roughness) { float alpha = roughness * roughness; float alpha2 = alpha * alpha; float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0; return (alpha2)/(PI * denom*denom); } // Geometric Shadowing function -------------------------------------- float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) { float r = (roughness + 1.0); float k = (r*r) / 8.0; float GL = dotNL / (dotNL * (1.0 - k) + k); float GV = dotNV / (dotNV * (1.0 - k) + k); return GL * GV; } // Fresnel function ---------------------------------------------------- vec3 F_Schlick(float cosTheta, float metallic) { vec3 F0 = mix(vec3(0.04), pbr_material.color.rgb, metallic); // * material.specular vec3 F = F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); return F; } // Specular BRDF composition -------------------------------------------- vec3 BRDF(vec3 L, vec3 V, vec3 N, float metallic, float roughness) { // Precalculate vectors and dot products vec3 H = normalize (V + L); float dotNV = clamp(dot(N, V), 0.0, 1.0); float dotNL = clamp(dot(N, L), 0.0, 1.0); float dotLH = clamp(dot(L, H), 0.0, 1.0); float dotNH = clamp(dot(N, H), 0.0, 1.0); // Light color fixed vec3 lightColor = vec3(1.0); vec3 color = vec3(0.0); if (dotNL > 0.0) { float rroughness = max(0.05, roughness); // D = Normal distribution (Distribution of the microfacets) float D = D_GGX(dotNH, roughness); // G = Geometric shadowing term (Microfacets shadowing) float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); // F = Fresnel factor (Reflectance depending on angle of incidence) vec3 F = F_Schlick(dotNV, metallic); vec3 spec = D * F * G / (4.0 * dotNL * dotNV); color += spec * dotNL * lightColor; } return color; } // ---------------------------------------------------------------------------- void main() { vec3 N = normalize(FragmentWorldNormal); vec3 V = normalize(fs_world.camera_pos.xyz - FragmentWorldPos); // Specular contribution vec3 Lo = BRDF(sun.direction, V, N, pbr_material.metallic, pbr_material.roughness); // Combine with ambient vec3 color = (pbr_material.color.rgb * 0.02)+Lo; // Gamma correct color = pow(color, vec3(0.4545)); FragColor = vec4(color, 1.0); }