Fixed pbr issue by re reading and implementing https://learnopengl.com/PBR/Lighting
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1 changed files with 19 additions and 23 deletions
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@ -72,49 +72,45 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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vec3 PBR(vec3 albedo, float roughness, float metallic, float ao)
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vec3 PBR(vec3 albedo, float roughness, float metallic, float ao)
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{
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{
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// Establish ambient lighting
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float ambientStrength = 0.1;
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// Establish a temporary hard coded light position
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// Establish a temporary hard coded light position
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vec3 lightPosition = vec3( (sin(tick / 1000.0)*2), 1 + sin(tick / 600.0)*2, 2.0);
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vec3 lightPosition = vec3( (sin(tick / 1000.0)*2), 1 + sin(tick / 600.0)*2, 2.0);
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//vec3 lightColor = vec3(1.0, 1.0, 1.0) - sin(tick / 90);
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//vec3 lightColor = vec3(1.0, 1.0, 1.0) - sin(tick / 90);
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vec3 lightColor = vec3(23.47, 21.31, 20.79);
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vec3 lightColor = vec3(13.47, 11.31, 10.79);
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// Normal light maths
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vec3 N = normalize(ourNormCoord);
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vec3 N = normalize(ourNormCoord);
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vec3 V = normalize(CameraPos - WorldPos);
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vec3 V = normalize(CameraPos - WorldPos);
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vec3 Lo = vec3(0.0f);
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//TODO: Loop through the code up to ambient definition for each light
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vec3 L = normalize(lightPosition - WorldPos);
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vec3 H = normalize(V - L);
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float distance = length(lightPosition - WorldPos);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = lightColor * attenuation;
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//Cook-Torrence BRDF
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vec3 F0 = vec3(0.04);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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F0 = mix(F0, albedo, metallic);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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// reflectance equation
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vec3 Lo = vec3(0.0);
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// calculate per-light radiance
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vec3 L = normalize(lightPosition - WorldPos);
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vec3 H = normalize(V + L);
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float distance = length(lightPosition - WorldPos);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = lightColor * attenuation;
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// cook-torrance brdf
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float NDF = DistributionGGX(N, H, roughness);
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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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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) + 0.0001;
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vec3 specular = numerator / denominator;
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//Next bit
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vec3 kS = F;
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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kD *= 1.0 - metallic;
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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) + 0.0001;
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vec3 specular = numerator / denominator;
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// add to outgoing radiance Lo
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float NdotL = max(dot(N, L), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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vec3 ambient = vec3(0.03) * albedo * ao;
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vec3 ambient = vec3(0.03) * albedo * ao;
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vec3 color = ambient + Lo;
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vec3 color = ambient + Lo;
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color = color / (color + vec3(1.0));
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color = color / (color + vec3(1.0));
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return pow(color, vec3(1.0/2.2));
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return pow(color, vec3(1.0/2.2));
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@ -130,5 +126,5 @@ void main()
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float metallic = texture(texture_rma1, ourTexCoord).g;
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float metallic = texture(texture_rma1, ourTexCoord).g;
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float ao = texture(texture_rma1, ourTexCoord).b;
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float ao = texture(texture_rma1, ourTexCoord).b;
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FragColor = vec4(PBR(albedo, roughness, metallic, ao), 0.0);
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FragColor = vec4(PBR(albedo, roughness, metallic, ao), 1.0);
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}
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}
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