#version 450 layout (set = 1, binding = 0) uniform sampler2D samplerColorMap; layout (set = 2, binding = 0) uniform sampler2D samplerNormalMap; //metal in chanel b, roughness in chanel g layout (set = 3, binding = 0) uniform sampler2D samplerMetalRoughMap; layout (set = 4, binding = 0) uniform sampler2D samplerEmissiveMap; layout (set = 0, binding = 0) uniform UBOScene { mat4 projection; mat4 view; vec4 lightPos; vec4 viewPos; vec4 bFlagSet; } uboScene; layout (set = 0, binding = 1) uniform samplerCube samplerIrradiance; layout (set = 0, binding = 2) uniform sampler2D samplerBRDFLUT; layout (set = 0, binding = 3) uniform samplerCube prefilteredMap; layout(set = 5, binding = 0) uniform UBOMaterial { vec3 emissiveFactor; vec4 baseColorFactor; } materials; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inWorldPos; layout (location = 2) in vec2 inUV; layout (location = 3) in vec3 inTangent; layout (location = 0) out vec4 outFragColor; const float PI = 3.14159265359; //------------------------------------------------------------------------- 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, vec3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } vec3 F_SchlickR(float cosTheta, vec3 F0, float roughness) { return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); } vec3 prefilteredReflection(vec3 R, float roughness) { const float MAX_REFLECTION_LOD = 9.0; // todo: param/const float lod = roughness * MAX_REFLECTION_LOD; float lodf = floor(lod); float lodc = ceil(lod); vec3 a = textureLod(prefilteredMap, R, lodf).rgb; vec3 b = textureLod(prefilteredMap, R, lodc).rgb; return mix(a, b, lod - lodf); } vec3 specularContribution(vec3 L, vec3 V, vec3 N, vec3 F0, float metallic, float roughness, vec3 albedo) { // Precalculate vectors and dot products vec3 H = normalize (V + L); float dotNH = clamp(dot(N, H), 1e-4, 1.0); float dotNV = clamp(dot(N, V), 1e-4, 1.0); float dotNL = clamp(dot(N, L), 1e-4, 1.0); // Light color fixed vec3 lightColor = vec3(1.0); vec3 color = vec3(0.0); if (dotNL > 0.0) { // 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, F0); vec3 spec = D * F * G / (4.0 * dotNL * dotNV + 0.001); vec3 kD = (vec3(1.0) - F) * (1.0 - metallic); color += (kD * albedo / PI + spec) * dotNL; } return color; } // ---------------------------------------------------------------------------- void main() { vec3 N = normalize(inNormal); vec3 realN = N; if(uboScene.bFlagSet.x > 0.0) //Flag to Control Normal mapping { vec3 T = normalize(inTangent); vec3 B = cross(N, T); mat3 TBN = mat3(T, B, N); realN = TBN * normalize(texture(samplerNormalMap, inUV).rgb * 2.0 - vec3(1.0)); } vec3 V = normalize(uboScene.viewPos.xyz - inWorldPos); vec2 roughMetalic = texture(samplerMetalRoughMap, inUV).gb; vec3 albedo = texture(samplerColorMap, inUV).rgb * materials.baseColorFactor.xyz; vec3 Lo = vec3(0.0); vec3 F0 = vec3(0.04); F0 = mix(F0, albedo, roughMetalic.y); //for(int i = 0; i < lightLength; ++i) { vec3 L = normalize(uboScene.lightPos.xyz - inWorldPos); Lo += specularContribution(L, V, N, F0, roughMetalic.y, roughMetalic.x, albedo); } vec3 R = reflect(-V, realN); vec2 brdf = texture(samplerBRDFLUT, vec2(max(dot(N, V), 0.0), roughMetalic.x)).rg; vec3 reflection = prefilteredReflection(R, roughMetalic.x).rgb; vec3 irradiance = texture(samplerIrradiance, N).rgb; // Diffuse based on irradiance vec3 diffuse = irradiance * albedo; vec3 F = F_SchlickR(max(dot(N, V), 0.0), F0, roughMetalic.x); // Specular reflectance vec3 specular = reflection * (F * brdf.x + brdf.y); // Ambient part vec3 kD = 1.0 - F; kD *= 1.0 - roughMetalic.y; vec3 indirectRadiance = vec3(0.0); if(uboScene.bFlagSet.y > 0.0) { indirectRadiance = (kD * diffuse + specular); } //Emissive color vec3 emissive = texture(samplerEmissiveMap, inUV).rgb; // Combine with ambient vec3 color = indirectRadiance + Lo + emissive * materials.emissiveFactor; outFragColor = vec4(color, 1.0); }