added environment map reflections
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@@ -32,17 +32,26 @@ layout(location = 0) out vec4 outColor;
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void main()
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{
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vec3 position = texture(positionTexture, inUV).rgb;
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vec3 normal = texture(normalTexture, inUV).rgb;
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vec3 albedo = texture(albedoTexture, inUV).rgb;
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vec4 gposition = texture(positionTexture, inUV);
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vec4 gnormal = texture(normalTexture, inUV);
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vec4 galbedo = texture(albedoTexture, inUV);
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vec4 gspec = texture(specularTexture, inUV);
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vec3 spec = texture(specularTexture, inUV).rgb;
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float metallicFactor = spec.b;
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float roughnessFactor = spec.g;
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float ao = spec.r;
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vec3 position = gposition.xyz;
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vec3 normal = gnormal.xyz;
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vec3 albedo = galbedo.xyz;
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vec3 spec = gspec.xyz;
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float metallicFactor = gspec.w;
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float roughnessFactor = galbedo.w;
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float ao = gnormal.w;
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vec3 V = normalize(cameraPos - position);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallicFactor);
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float reflectance = max(max(F0.x,F0.y),F0.z);
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vec3 Lo = vec3(0);
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for(int i = 0; i < PushConstants.lightCount; ++i)
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{
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@@ -54,9 +63,6 @@ void main()
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = l.color.xyz * attenuation * l.intensity;
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallicFactor);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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float NDF = DistributionGGX(normal, H, roughnessFactor);
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float G = GeometrySmith(normal, V, L, roughnessFactor);
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@@ -70,14 +76,18 @@ void main()
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kD *= 1.0 - metallicFactor;
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float NdotL = max(dot(normal, L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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Lo += clamp((kD * albedo / PI + specular) * radiance * NdotL, vec3(0), vec3(1));
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}
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vec3 ambient = vec3(0.2) * albedo * ao;
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vec3 ambient = vec3(0.2) * albedo;
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vec3 color = ambient + Lo;
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// color += vec3();
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color = color / (color + vec3(1.0));
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vec3 color = ambient + Lo;
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//color = color + spec * reflectance;
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color = mix(color, spec, reflectance);
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//color = color / (color + vec3(1.0));
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//outColor = vec4(color, 1.0);
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outColor = vec4(color, 1.0);
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}
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