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- PBR
- {
- import "Lights.lesl"
- uniforms
- {
- // Camera
- mat4 model;
- mat4 view;
- mat4 projection;
- vec3 camPos;
- // Material
- vec3 albedo;
- float metallic;
- float roughness;
- float ao;
- float alpha;
- // Lights
- vec3 lightPositions[4];
- vec3 lightColors[4];
- }
- vertex
- {
- inputs
- {
- }
- outputs
- {
- vec3 Normal;
- vec3 WorldPosition;
- vec2 UV;
- }
- process
- {
- void main()
- {
- Normal = normalize((model * vec4(aNormal, 0.0)).xyz);
- WorldPosition = (model * vec4(aPos, 1.0)).xyz;
- UV = aTexCoords;
- gl_Position = projection * view * model * vec4(aPos, 1.0);
- }
- }
- }
- fragment
- {
- inputs
- {
- vec3 Normal;
- vec3 WorldPosition;
- vec2 UV;
- }
- outputs
- {
- vec4 outColor;
- }
- process
- {
- 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 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(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
- }
- void main()
- {
- vec3 N = normalize(Normal);
- vec3 V = normalize(camPos - WorldPosition);
- vec3 F0 = vec3(0.04);
- F0 = mix(F0, albedo, metallic);
- vec3 Lo = vec3(0.0);
- for(int i = 0; i < 4; i++)
- {
- vec3 L = normalize(lightPositions[i] - WorldPosition);
- vec3 H = normalize(V + L);
- float distance = length(lightPositions[i] - WorldPosition);
- 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 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
- vec3 numerator = NDF * G * F;
- float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
- vec3 specular = numerator / denominator;
- vec3 kS = F;
- vec3 kD = vec3(1.0) - kS;
- kD *= 1.0 - metallic;
- float NdotL = max(dot(N, L), 0.0);
- Lo += (kD * albedo / PI + specular) * radiance * NdotL;
- }
- vec3 ambient = vec3(0.03) * albedo * ao;
- vec3 color = ambient + Lo;
- // HDR tonemapping e gamma correction
- color = color / (color + vec3(1.0));
- color = pow(color, vec3(1.0/2.2));
- Light light;
- light.color = vec3(1.0);
- light.position = lightPositions[0];
- light.intensity = 1.0;
- outColor = vec4(ProcessLights(color, Normal, WorldPosition, light), alpha);
- }
- }
- }
- }
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