Files
QuaternionEngine/shaders/mesh.frag

89 lines
2.7 KiB
GLSL

#version 450
#extension GL_GOOGLE_include_directive : require
#include "input_structures.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 = 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);
vec3 N = normalize(inNormal);
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;
color += albedo * sceneData.ambientColor.rgb;
// Alpha from baseColor texture and factor (glTF spec)
float alpha = clamp(baseTex.a * materialData.colorFactors.a, 0.0, 1.0);
outFragColor = vec4(color, alpha);
}