#version 330 core in vec3 Normal; in vec2 TexCoords; in vec3 FragPosition; out vec4 FragColor; #define PI 3.14159265359 #define MAX_LIGHTS 128 struct Material { float Ao; vec3 Albedo; float Metallic; float Roughness; }; struct PointLight { vec3 Color; vec3 Position; float Intensity; }; struct DirectLight { vec3 Color; vec3 Position; vec3 Direction; float Intensity; }; struct SpotLight { vec3 Color; vec3 Position; vec3 Direction; float ICutOff; float OCutOff; float Intensity; }; // uniforms uniform sampler2D AoMap; uniform sampler2D AlbedoMap; uniform sampler2D NormalMap; uniform sampler2D MetallicMap; uniform sampler2D RoughnessMap; uniform vec3 CameraPos; uniform Material material; uniform int spotLightCount; uniform SpotLight spotLights[MAX_LIGHTS]; uniform int pointLightCount; uniform PointLight pointLights[MAX_LIGHTS]; uniform int directLightCount; uniform DirectLight directLights[MAX_LIGHTS]; float DistributionGGX(vec3 N, vec3 H, float roughness) { float a = roughness * roughness; float a2 = a * a; float NdotH = max(dot(N, H), 0.0); float NdotH2 = NdotH * NdotH; float nom = a2; float denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return nom / max(denom, 0.001); // prevent divide by zero for roughness=0.0 and NdotH=1.0 } float GeometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); float k = (r * r) / 8.0; float nom = NdotV; float denom = NdotV * (1.0 - k) + k; return nom / denom; } float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); float ggx2 = GeometrySchlickGGX(NdotV, roughness); float ggx1 = GeometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } vec3 ProcessLight(vec3 N, vec3 V, vec3 Ld, vec3 color, vec3 F0, float I, float roughness, float metallic, vec3 albedo) { vec3 L = normalize(Ld); vec3 H = normalize(V + L); float distance = length(Ld); float attenuation = I / (distance * distance); vec3 radiance = color * attenuation; // Cook-Torrance BRDF float NDF = DistributionGGX(N, H, roughness); float G = GeometrySmith(N, V, L, roughness); vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0); vec3 nominator = NDF * G * F; float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0); vec3 specular = nominator / max(denominator, 0.001); vec3 KS = F; vec3 KD = vec3(1.0) - KS; KD *= 1.0 - metallic; float NdotL = max(dot(N, L), 0.0); vec3 Lo = (KD * albedo / PI + specular) * radiance * NdotL; return Lo; } void main() { vec3 N = normalize(Normal); vec3 V = normalize(CameraPos - FragPosition); float ao = material.Ao + texture(AoMap, TexCoords).r; vec3 albedo = pow(material.Albedo, vec3(2.2)) + pow(vec3(texture(AlbedoMap, TexCoords)), vec3(5.2)); float metallic = material.Metallic + texture(MetallicMap, TexCoords).r; float roughness = material.Roughness + texture(RoughnessMap, TexCoords).r; vec3 F0 = vec3(0.04); F0 = mix(F0, albedo, metallic); vec3 Luminance = vec3(0.0); // Point lights int count = (pointLightCount > MAX_LIGHTS) ? MAX_LIGHTS : pointLightCount; for (int i = 0; i < count; i++) { PointLight light = pointLights[i]; vec3 L = (light.Position - FragPosition); Luminance += ProcessLight(N, V, L, light.Color, F0, light.Intensity, roughness, metallic, albedo); } // Directional lights count = (directLightCount > MAX_LIGHTS) ? MAX_LIGHTS : directLightCount; for (int i = 0; i < count; i++) { DirectLight light = directLights[i]; Luminance += ProcessLight(N, V, light.Direction, light.Color, F0, light.Intensity, roughness, metallic, albedo); } // ambient vec3 ambient = vec3(0.1f) * albedo * ao; vec3 color = ambient + Luminance; // HDR correction color = color / (color + vec3(1.0)); // Gamma correction color = pow(color, vec3(1.0 / 3.0)); FragColor = vec4(color, 1.0); }