diff --git a/src/6.pbr/1.1.lighting/pbr.frag b/src/6.pbr/1.1.lighting/pbr.frag index 95b92fa..f33e083 100644 --- a/src/6.pbr/1.1.lighting/pbr.frag +++ b/src/6.pbr/1.1.lighting/pbr.frag @@ -22,78 +22,78 @@ const float PI = 3.14159265359; // ---------------------------------------------------------------------------- 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 / denom; + 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 / denom; } // ---------------------------------------------------------------------------- float GeometrySchlickGGX(float NdotV, float roughness) { - float r = (roughness + 1.0); - float k = (r*r) / 8.0; + 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 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; + 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); + return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } // ---------------------------------------------------------------------------- vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) { - return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); + return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); } // ---------------------------------------------------------------------------- void main() { vec3 N = normalize(Normal); - vec3 V = normalize(camPos - WorldPos); - vec3 R = reflect(-V, N); + vec3 V = normalize(camPos - WorldPos); + vec3 R = reflect(-V, N); // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0 // of 0.04 and if it's a metal, use their albedo color as F0 (metallic workflow) - vec3 F0 = vec3(0.04); - F0 = mix(F0, albedo, metallic); - vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness); // use modified Fresnel-Schlick approximation to take roughness into account - + vec3 F0 = vec3(0.04); + F0 = mix(F0, albedo, metallic); + vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness); // use modified Fresnel-Schlick approximation to take roughness into account + // kS is equal to Fresnel - vec3 kS = F; - // for energy conservation, the diffuse and specular light can't + vec3 kS = F; + // for energy conservation, the diffuse and specular light can't // be above 1.0 (unless the surface emits light); to preserve this // relationship the diffuse component (kD) should equal 1.0 - kS. - vec3 kD = vec3(1.0) - kS; - // multiply kD by the inverse metalness such that only non-metals + vec3 kD = vec3(1.0) - kS; + // multiply kD by the inverse metalness such that only non-metals // have diffuse lighting, or a linear blend if partly metal (pure metals // have no diffuse light). - kD *= 1.0 - metallic; - + kD *= 1.0 - metallic; + // first do ambient lighting (note that the next IBL tutorial will replace // this ambient lighting with environment lighting). vec3 ambient = vec3(0.01) * albedo * ao; - + // reflectance equation - vec3 Lo = vec3(0.0); + vec3 Lo = vec3(0.0); for(int i = 0; i < 4; ++i) { // calculate per-light radiance @@ -102,15 +102,15 @@ void main() float distance = length(lightPositions[i] - WorldPos); float attenuation = 1.0 / distance * distance; vec3 radiance = lightColors[i] * attenuation; - + // Cook-Torrance BRDF float NDF = DistributionGGX(N, H, roughness); float G = GeometrySmith(N, V, L, roughness); - + vec3 nominator = NDF * G * F; float denominator = 4 * max(dot(V, N), 0.0) * max(dot(L, N), 0.0) + 0.001; // 0.001 to prevent divide by zero. vec3 brdf = nominator / denominator; - + // scale light by NdotL float NdotL = max(dot(N, L), 0.0); @@ -118,11 +118,11 @@ void main() Lo += (kD * albedo / PI + kS * brdf) * radiance * NdotL; } vec3 color = ambient + Lo; - - // HDR tonemapping - color = color / (color + vec3(1.0)); - // gamma correct - color = pow(color, vec3(1.0/2.2)); - - FragColor = vec4(color, 1.0); + + // HDR tonemapping + color = color / (color + vec3(1.0)); + // gamma correct + color = pow(color, vec3(1.0/2.2)); + + FragColor = vec4(color, 1.0); } diff --git a/src/6.pbr/1.1.lighting/pbr.vs b/src/6.pbr/1.1.lighting/pbr.vs index a0f2634..c295989 100644 --- a/src/6.pbr/1.1.lighting/pbr.vs +++ b/src/6.pbr/1.1.lighting/pbr.vs @@ -13,9 +13,9 @@ uniform mat4 model; void main() { - TexCoords = texCoords; - WorldPos = vec3(model * vec4(pos, 1.0f)); - Normal = mat3(model) * normal; - - gl_Position = projection * view * vec4(WorldPos, 1.0); + TexCoords = texCoords; + WorldPos = vec3(model * vec4(pos, 1.0f)); + Normal = mat3(model) * normal; + + gl_Position = projection * view * vec4(WorldPos, 1.0); } \ No newline at end of file diff --git a/src/6.pbr/1.2.lighting_textured/pbr.frag b/src/6.pbr/1.2.lighting_textured/pbr.frag index 2fb6722..896d20a 100644 --- a/src/6.pbr/1.2.lighting_textured/pbr.frag +++ b/src/6.pbr/1.2.lighting_textured/pbr.frag @@ -28,7 +28,7 @@ const float PI = 3.14159265359; vec3 getNormal() { vec3 tangentNormal = texture(normalMap, TexCoords).xyz * 2.0 - 1.0; - + vec3 Q1 = dFdx(WorldPos); vec3 Q2 = dFdy(WorldPos); vec2 st1 = dFdx(TexCoords); @@ -44,83 +44,83 @@ vec3 getNormal() // ---------------------------------------------------------------------------- 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 / denom; + 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 / denom; } // ---------------------------------------------------------------------------- float GeometrySchlickGGX(float NdotV, float roughness) { - float r = (roughness + 1.0); - float k = (r*r) / 8.0; + 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 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; + 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); + return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } // ---------------------------------------------------------------------------- vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) { - return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); + return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); } // ---------------------------------------------------------------------------- void main() { vec3 albedo = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2)); - float metallic = texture(metallicMap, TexCoords).r; + float metallic = texture(metallicMap, TexCoords).r; float roughness = texture(roughnessMap, TexCoords).r; - float ao = texture(aoMap, TexCoords).r; + float ao = texture(aoMap, TexCoords).r; vec3 N = getNormal(); - vec3 V = normalize(camPos - WorldPos); - vec3 R = reflect(-V, N); + vec3 V = normalize(camPos - WorldPos); + vec3 R = reflect(-V, N); // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0 // of 0.04 and if it's a metal, use their albedo color as F0 (metallic workflow) vec3 F0 = vec3(0.04); F0 = mix(F0, albedo, metallic); vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness); // use modified Fresnel-Schlick approximation to take roughness into account - + // kS is equal to Fresnel - vec3 kS = F; - // for energy conservation, the diffuse and specular light can't + vec3 kS = F; + // for energy conservation, the diffuse and specular light can't // be above 1.0 (unless the surface emits light); to preserve this // relationship the diffuse component (kD) should equal 1.0 - kS. - vec3 kD = vec3(1.0) - kS; - // multiply kD by the inverse metalness such that only non-metals + vec3 kD = vec3(1.0) - kS; + // multiply kD by the inverse metalness such that only non-metals // have diffuse lighting, or a linear blend if partly metal (pure metals // have no diffuse light). - kD *= 1.0 - metallic; - + kD *= 1.0 - metallic; + // first do ambient lighting (note that the next IBL tutorial will replace // this ambient lighting with environment lighting). vec3 ambient = vec3(0.01) * albedo * ao; - + // reflectance equation - vec3 Lo = vec3(0.0); + vec3 Lo = vec3(0.0); for(int i = 0; i < 4; ++i) { // calculate per-light radiance @@ -129,7 +129,7 @@ void main() float distance = length(lightPositions[i] - WorldPos); float attenuation = 1.0 / distance * distance; vec3 radiance = lightColors[i] * attenuation; - + // Cook-Torrance BRDF float NDF = DistributionGGX(N, H, roughness); float G = GeometrySmith(N, V, L, roughness); @@ -145,11 +145,11 @@ void main() Lo += (kD * albedo / PI + kS * brdf) * radiance * NdotL; } vec3 color = ambient + Lo; - - // HDR tonemapping - color = color / (color + vec3(1.0)); - // gamma correct - color = pow(color, vec3(1.0/2.2)); - - FragColor = vec4(color, 1.0); + + // HDR tonemapping + color = color / (color + vec3(1.0)); + // gamma correct + color = pow(color, vec3(1.0/2.2)); + + FragColor = vec4(color, 1.0); } diff --git a/src/6.pbr/1.2.lighting_textured/pbr.vs b/src/6.pbr/1.2.lighting_textured/pbr.vs index be15cbd..1fe53b3 100644 --- a/src/6.pbr/1.2.lighting_textured/pbr.vs +++ b/src/6.pbr/1.2.lighting_textured/pbr.vs @@ -13,9 +13,9 @@ uniform mat4 model; void main() { - TexCoords = texCoords; - WorldPos = vec3(model * vec4(pos, 1.0f)); - Normal = mat3(model) * normal; + TexCoords = texCoords; + WorldPos = vec3(model * vec4(pos, 1.0f)); + Normal = mat3(model) * normal; - gl_Position = projection * view * vec4(WorldPos, 1.0); + gl_Position = projection * view * vec4(WorldPos, 1.0); } \ No newline at end of file