Made some tweaks

Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
This commit is contained in:
2021-07-21 15:07:33 +02:00
parent b50fbbe7b3
commit d38152022e
6 changed files with 3205 additions and 149 deletions
+19 -25
View File
@@ -4,17 +4,7 @@
#include "shaders://_builtins/constants.glsl"
#include "shaders://_builtins/srgb_ops.glsl"
#include "shaders://_builtins/PBR.glsl"
struct Material {
vec4 baseColor;
uint albedoTexture;
uint normalTexture;
float metallicFactor;
float roughnessFactor;
uint metallicRoughnessTexture;
};
#include "shaders://_builtins/types.glsl"
struct Light {
vec3 color;
@@ -86,30 +76,34 @@ void main() {
if(material.metallicRoughnessTexture == 0) {
outSpecular.b = material.metallicFactor;
outSpecular.g = material.roughnessFactor;
outSpecular.r = 1;
outSpecular.r = 1.0;
} else {
outSpecular = LinearToSRGB(texture(texSampler[material.metallicRoughnessTexture], uv)).xyz;
float metallicFactor = outSpecular.z;
float roughnessFactor = outSpecular.y;
// vec3 F0 = mix(vec3(0.04), outColor, (metallicFactor - roughnessFactor));
// float reflectance = max(max(F0.x, F0.y), F0.z);
// float reflectance = (metallicFactor + roughnessFactor) * 0.5;
float reflectance = 1.0 - roughnessFactor;
gNormal.w = outSpecular.x;
gAlbedo.w = roughnessFactor;
gPosition.w = metallicFactor;
gSpecular.w = reflectance;
}
float metallicFactor = outSpecular.z;
float roughnessFactor = outSpecular.y;
float ao = outSpecular.x;
gNormal.w = ao;
gAlbedo.w = roughnessFactor;
gPosition.w = metallicFactor;
float reflectance = 1.0 - roughnessFactor;
gSpecular.w = reflectance;
vec3 I = normalize(outpos.xyz - cameraPos);
vec3 R = reflect(I, normalize(outNormal));
//R = R * -1;
outSpecular = texture(skybox, R).rgb;
if(material.emissiveTexture != 0) {
gSpecular.w = 1.0;
outSpecular += texture(texSampler[material.emissiveTexture], uv).rgb * material.emissiveFactor.xyz;
}
gPosition = outpos;
gPosition.xyz = outpos.xyz;
gNormal.xyz = outNormal;
gAlbedo.xyz = outColor;
gSpecular.xyz = outSpecular;