Fixed pbr issue by re reading and implementing https://learnopengl.com/PBR/Lighting

This commit is contained in:
Warwick 2022-07-25 14:00:19 +01:00
parent cd382435a8
commit 811e949def

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@ -72,49 +72,45 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
vec3 PBR(vec3 albedo, float roughness, float metallic, float ao) vec3 PBR(vec3 albedo, float roughness, float metallic, float ao)
{ {
// Establish ambient lighting
float ambientStrength = 0.1;
// Establish a temporary hard coded light position // Establish a temporary hard coded light position
vec3 lightPosition = vec3( (sin(tick / 1000.0)*2), 1 + sin(tick / 600.0)*2, 2.0); vec3 lightPosition = vec3( (sin(tick / 1000.0)*2), 1 + sin(tick / 600.0)*2, 2.0);
//vec3 lightColor = vec3(1.0, 1.0, 1.0) - sin(tick / 90); //vec3 lightColor = vec3(1.0, 1.0, 1.0) - sin(tick / 90);
vec3 lightColor = vec3(23.47, 21.31, 20.79); vec3 lightColor = vec3(13.47, 11.31, 10.79);
// Normal light maths
vec3 N = normalize(ourNormCoord); vec3 N = normalize(ourNormCoord);
vec3 V = normalize(CameraPos - WorldPos); vec3 V = normalize(CameraPos - WorldPos);
vec3 Lo = vec3(0.0f);
//TODO: Loop through the code up to ambient definition for each light
vec3 L = normalize(lightPosition - WorldPos);
vec3 H = normalize(V - L);
float distance = length(lightPosition - WorldPos);
float attenuation = 1.0 / (distance * distance);
vec3 radiance = lightColor * attenuation;
//Cook-Torrence BRDF
vec3 F0 = vec3(0.04); vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic); F0 = mix(F0, albedo, metallic);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
// reflectance equation
vec3 Lo = vec3(0.0);
// calculate per-light radiance
vec3 L = normalize(lightPosition - WorldPos);
vec3 H = normalize(V + L);
float distance = length(lightPosition - WorldPos);
float attenuation = 1.0 / (distance * distance);
vec3 radiance = lightColor * attenuation;
// cook-torrance brdf
float NDF = DistributionGGX(N, H, roughness); float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, 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) + 0.0001;
vec3 specular = numerator / denominator;
//Next bit
vec3 kS = F; vec3 kS = F;
vec3 kD = vec3(1.0) - kS; vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic; kD *= 1.0 - metallic;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(N, L), 0.0); float NdotL = max(dot(N, L), 0.0);
Lo += (kD * albedo / PI + specular) * radiance * NdotL; Lo += (kD * albedo / PI + specular) * radiance * NdotL;
vec3 ambient = vec3(0.03) * albedo * ao; vec3 ambient = vec3(0.03) * albedo * ao;
vec3 color = ambient + Lo; vec3 color = ambient + Lo;
color = color / (color + vec3(1.0)); color = color / (color + vec3(1.0));
return pow(color, vec3(1.0/2.2)); return pow(color, vec3(1.0/2.2));
@ -130,5 +126,5 @@ void main()
float metallic = texture(texture_rma1, ourTexCoord).g; float metallic = texture(texture_rma1, ourTexCoord).g;
float ao = texture(texture_rma1, ourTexCoord).b; float ao = texture(texture_rma1, ourTexCoord).b;
FragColor = vec4(PBR(albedo, roughness, metallic, ao), 0.0); FragColor = vec4(PBR(albedo, roughness, metallic, ao), 1.0);
} }