From 7a4f04f1df6896a4978ba302ea3fc79b6e7dd1f7 Mon Sep 17 00:00:00 2001 From: David Thompson Date: Mon, 16 Aug 2021 17:12:23 -0400 Subject: graphics: Add basic image based ambient lighting. --- data/shaders/phong-frag.glsl | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) (limited to 'data/shaders/phong-frag.glsl') 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 -- cgit v1.2.3