dust3d/application/shaders/model_core.frag

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#version 330
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uniform vec3 eyePosition;
uniform samplerCube environmentIrradianceMapId;
uniform samplerCube environmentSpecularMapId;
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in vec3 pointPosition;
in vec3 pointNormal;
in vec3 pointColor;
in float pointAlpha;
in float pointMetalness;
in float pointRoughness;
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out vec4 fragColor;
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const float PI = 3.1415926;
vec3 fresnelSchlickRoughness(float NoV, vec3 f0, float roughness)
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{
return f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(clamp(1.0 - NoV, 0.0, 1.0), 5.0);
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}
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void main()
{
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vec3 n = pointNormal;
vec3 v = normalize(eyePosition - pointPosition);
vec3 r = reflect(-v, n);
float NoV = abs(dot(n, v)) + 1e-5;
vec3 irradiance = texture(environmentIrradianceMapId, r).rgb;
vec3 diffuse = irradiance * (1.0 - pointMetalness) * pointColor;
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vec3 f0 = mix(vec3(0.04), pointColor, pointMetalness);
vec3 fresnelFactor = fresnelSchlickRoughness(NoV, f0, pointRoughness);
vec3 specular = fresnelFactor * texture(environmentSpecularMapId, r, 0.0).rgb;
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vec3 color = diffuse + specular;
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color = color / (color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
fragColor = vec4(color, pointAlpha);
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}