feat: kind of pbr lighting shader
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126
src/shaders/pbr.fs
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126
src/shaders/pbr.fs
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#version 410 core
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// Output color
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out vec4 FragColor;
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in vec3 vertexPos;
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in vec3 vertexNormal;
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in vec2 TexCoords;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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// From Object Renderer
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uniform vec3 ambientColor;
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uniform vec3 diffuseColor;
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uniform vec3 specularColor; // used as F0 (base reflectance)
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uniform float ambientStrength;
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uniform float specularStrength;
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uniform float shininess; // mapped to roughness
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uniform bool useSpecular;
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uniform float opacity;
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uniform sampler2D diffuseTex;
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uniform bool useTexture;
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#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
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// ----------------------------------------------------------------------------
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// Helper functions for Cook-Torrance BRDF
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// ----------------------------------------------------------------------------
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// Normal Distribution Function (GGX/Trowbridge-Reitz)
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = 3.14159265 * denom * denom;
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return num / denom;
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}
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// Geometry function (Schlick-GGX)
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0; // remapped for direct lighting
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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// Smith's geometry function
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx1 = GeometrySchlickGGX(NdotV, roughness);
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float ggx2 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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// Fresnel term (Schlick's approximation)
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vec3 FresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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// ----------------------------------------------------------------------------
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void main()
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{
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vec3 N = normalize(vertexNormal);
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vec3 V = normalize(viewPos - vertexPos);
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vec3 L = normalize(lightPos - vertexPos);
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vec3 H = normalize(V + L);
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// Texture or uniform color
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vec3 albedo = (useTexture)
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? texture(diffuseTex, TexCoords).rgb
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: diffuseColor;
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// Map shininess to roughness (inverse relationship)
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float roughness = clamp(1.0 - (shininess / 256.0), 0.05, 1.0);
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// Base reflectivity (F0)
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vec3 F0 = mix(vec3(0.04), specularColor, specularStrength);
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// Cook-Torrance BRDF
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
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vec3 specular = numerator / denominator;
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// Energy conservation
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= (useSpecular ? 1.0 : 1.0); // keep diffuse always unless specular is off
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float NdotL = max(dot(N, L), 0.0);
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vec3 diffuse = kD * albedo / 3.14159265;
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vec3 radiance = LIGHT_COLOR;
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vec3 Lo = (diffuse + specular) * radiance * NdotL;
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// Ambient (simple, not IBL)
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vec3 ambient = ambientStrength * ambientColor * albedo;
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vec3 result = ambient + Lo;
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// Gamma correction
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result = pow(result, vec3(1.0/2.2));
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FragColor = vec4(result, opacity);
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}
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