diff options
Diffstat (limited to 'data/shaders')
-rw-r--r-- | data/shaders/pbr-frag.glsl | 14 | ||||
-rw-r--r-- | data/shaders/phong-frag.glsl | 11 |
2 files changed, 17 insertions, 8 deletions
diff --git a/data/shaders/pbr-frag.glsl b/data/shaders/pbr-frag.glsl index c474981..fff725a 100644 --- a/data/shaders/pbr-frag.glsl +++ b/data/shaders/pbr-frag.glsl @@ -47,9 +47,9 @@ out vec4 fragColor; uniform Material material; uniform Light lights[MAX_LIGHTS]; -uniform vec4 ambientLight; uniform bool vertexColored; uniform vec3 cameraPosition; +uniform samplerCube skybox; uniform sampler2D baseColorTexture; uniform sampler2D metallicRoughnessTexture; uniform sampler2D normalTexture; @@ -244,6 +244,7 @@ void main(void) { float metallic = materialMetallic(); float roughness = materialRoughness(); vec3 normal = materialNormal(); + vec3 reflection = reflect(-viewDirection, normal); // The "raw" albedo has an alpha channel which we need to preserve // so that we can apply the desired alpha blending method at the // end, but it is completely ignored for lighting calculations. @@ -356,11 +357,14 @@ void main(void) { // The emissive texture says which fragments emit light. We simply // add this light value to the color accumulator. color += materialEmissive(); - // Apply simple ambient lighting. The affect of the ambient light - // is dampened by the ambient occlusion factor. + // Apply image based ambient lighting. The affect of the ambient + // light is dampened by the ambient occlusion factor. // - // TODO: Use image based lighting. - color += ambientLight.rgb * albedo * ambientOcclusion; + // TODO: Use fancy PBR equations instead of these basic ones. + float fresnel = pow(1.0 - clamp(dot(viewDirection, normal), 0.0, 1.0), 5); + vec3 ambientDiffuse = textureCube(skybox, normal).rgb; + vec3 ambientSpecular = textureLod(skybox, reflection, roughness * 7.0).rgb; + color += (ambientDiffuse * albedo + ambientSpecular * fresnel) * ambientOcclusion; // Apply Reinhard tone mapping to convert our high dynamic range // color value to low dynamic range. All of the lighting // calculations stacked on top of each other is likely to create diff --git a/data/shaders/phong-frag.glsl b/data/shaders/phong-frag.glsl index 0beb75b..9c86c83 100644 --- a/data/shaders/phong-frag.glsl +++ b/data/shaders/phong-frag.glsl @@ -32,6 +32,7 @@ in vec2 fragTex; out vec4 fragColor; #endif +uniform samplerCube skybox; uniform sampler2D ambientMap; uniform sampler2D diffuseMap; uniform sampler2D specularMap; @@ -39,7 +40,6 @@ uniform sampler2D normalMap; uniform Material material; uniform Light lights[MAX_LIGHTS]; uniform vec3 cameraPosition; -uniform vec4 ambientLight; const float GAMMA = 2.2; @@ -135,6 +135,7 @@ void main() { vec3 diffuseColor = materialDiffuse(); vec3 specularColor = materialSpecular(); vec3 normal = materialNormal(); + vec3 reflection = reflect(-viewDir, normal); vec3 color = vec3(0.0); // Apply direct lighting. @@ -155,8 +156,12 @@ void main() { color += diffuseLight * diffuseColor + specularLight * specularColor; } - // Apply ambient lighting. - vec3 ambientColor = diffuseColor * ambientLight.rgb * ambientOcclusion; + // Apply image based ambient lighting. + float fresnel = pow(1.0 - clamp(dot(viewDir, normal), 0.0, 1.0), 5); + float roughness = 1.0 - (material.shininess / 1000.0); + vec3 ambientDiffuse = textureCube(skybox, normal).rgb * diffuseColor; + vec3 ambientSpecular = textureLod(skybox, reflection, roughness * 7.0).rgb * fresnel; + vec3 ambientColor = (ambientDiffuse + ambientSpecular) * ambientOcclusion; color += ambientColor; // Apply gamma correction and HDR tone mapping to get the final |