#version 450 #extension GL_GOOGLE_include_directive : require #include "input_structures.glsl" #include "ibl_common.glsl" layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inColor; layout (location = 2) in vec2 inUV; layout (location = 3) in vec3 inWorldPos; layout (location = 4) in vec4 inTangent; layout (location = 0) out vec4 outFragColor; const float PI = 3.14159265359; vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } 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 num = a2; float denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return num / max(denom, 0.001); } float GeometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); float k = (r * r) / 8.0; float denom = NdotV * (1.0 - k) + k; return NdotV / denom; } float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float ggx2 = GeometrySchlickGGX(max(dot(N, V), 0.0), roughness); float ggx1 = GeometrySchlickGGX(max(dot(N, L), 0.0), roughness); return ggx1 * ggx2; } void main() { // Base color with material factor and texture vec4 baseTex = texture(colorTex, inUV); vec3 albedo = inColor * baseTex.rgb * materialData.colorFactors.rgb; // glTF: metallicRoughnessTexture uses G=roughness, B=metallic vec2 mrTex = texture(metalRoughTex, inUV).gb; float roughness = clamp(mrTex.x * materialData.metal_rough_factors.y, 0.04, 1.0); float metallic = clamp(mrTex.y * materialData.metal_rough_factors.x, 0.0, 1.0); // Normal mapping path for forward/transparent pipeline // Expect UNORM normal map; support BC5 (RG) by reconstructing Z from XY. vec2 enc = texture(normalMap, inUV).xy * 2.0 - 1.0; float normalScale = max(materialData.extra[0].x, 0.0); enc *= normalScale; float z2 = 1.0 - dot(enc, enc); float nz = z2 > 0.0 ? sqrt(z2) : 0.0; vec3 Nm = vec3(enc, nz); vec3 Nn = normalize(inNormal); vec3 T = normalize(inTangent.xyz); vec3 B = normalize(cross(Nn, T)) * inTangent.w; vec3 N = normalize(T * Nm.x + B * Nm.y + Nn * Nm.z); vec3 camPos = vec3(inverse(sceneData.view)[3]); vec3 V = normalize(camPos - inWorldPos); vec3 L = normalize(-sceneData.sunlightDirection.xyz); vec3 H = normalize(V + L); vec3 F0 = mix(vec3(0.04), albedo, metallic); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); float NDF = DistributionGGX(N, H, roughness); float G = GeometrySmith(N, V, L, roughness); vec3 numerator = NDF * G * F; float denom = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0); vec3 specular = numerator / max(denom, 0.001); vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - metallic; float NdotL = max(dot(N, L), 0.0); vec3 irradiance = sceneData.sunlightColor.rgb * sceneData.sunlightColor.a * NdotL; vec3 color = (kD * albedo / PI + specular) * irradiance; // IBL: specular from equirect 2D mips; diffuse from SH vec3 R = reflect(-V, N); float levels = float(textureQueryLevels(iblSpec2D)); float lod = ibl_lod_from_roughness(roughness, levels); vec2 uv = dir_to_equirect(R); vec3 prefiltered = textureLod(iblSpec2D, uv, lod).rgb; vec2 brdf = texture(iblBRDF, vec2(max(dot(N, V), 0.0), roughness)).rg; vec3 specIBL = prefiltered * (F0 * brdf.x + brdf.y); vec3 diffIBL = (1.0 - metallic) * albedo * sh_eval_irradiance(N); color += diffIBL + specIBL; // Alpha from baseColor texture and factor (glTF spec) float alpha = clamp(baseTex.a * materialData.colorFactors.a, 0.0, 1.0); outFragColor = vec4(color, alpha); }