Shader Code
vs:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
layout (location = 2) in vec3 aNormal;
out vec2 TexCoords;
out vec3 WorldPos;
out vec3 Normal;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
TexCoords = aTexCoords;
WorldPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(model) * aNormal;
gl_Position = projection * view * vec4(WorldPos, 1.0);
}
fs:
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
in vec3 WorldPos;
in vec3 Normal;
// material parameters
uniform sampler2D albedoMap;
uniform sampler2D normalMap;
uniform sampler2D metallicMap;
uniform sampler2D roughnessMap;
uniform sampler2D aoMap;
// lights
uniform vec3 lightPositions[4];
uniform vec3 lightColors[4];
uniform vec3 camPos;
const float PI = 3.14159265359;
// ----------------------------------------------------------------------------
// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
// Don't worry if you don't get what's going on; you generally want to do normal
// mapping the usual way for performance anways; I do plan make a note of this
// technique somewhere later in the normal mapping tutorial.
vec3 getNormalFromMap()
{
vec3 tangentNormal = texture(normalMap, TexCoords).xyz * 2.0 - 1.0;
vec3 Q1 = dFdx(WorldPos);
vec3 Q2 = dFdy(WorldPos);
vec2 st1 = dFdx(TexCoords);
vec2 st2 = dFdy(TexCoords);
vec3 N = normalize(Normal);
vec3 T = normalize(Q1*st2.t - Q2*st1.t);
vec3 B = -normalize(cross(N, T));
mat3 TBN = mat3(T, B, N);
return normalize(TBN * tangentNormal);
}
// ----------------------------------------------------------------------------
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return