#version 110 uniform vec3 eyePosition; uniform sampler2D environmentIrradianceMapId[6]; uniform sampler2D environmentSpecularMapId[6]; varying vec3 pointPosition; varying vec3 pointNormal; varying vec3 pointColor; varying float pointAlpha; varying float pointMetalness; varying float pointRoughness; const float PI = 3.1415926; vec3 fresnelSchlickRoughness(float NoV, vec3 f0, float roughness) { return f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(clamp(1.0 - NoV, 0.0, 1.0), 5.0); } void cubemap(vec3 r, out float texId, out vec2 st) { vec3 uvw; vec3 absr = abs(r); if (absr.x > absr.y && absr.x > absr.z) { // x major float negx = step(r.x, 0.0); uvw = vec3(r.zy, absr.x) * vec3(mix(-1.0, 1.0, negx), -1, 1); texId = negx; } else if (absr.y > absr.z) { // y major float negy = step(r.y, 0.0); uvw = vec3(r.xz, absr.y) * vec3(1.0, mix(1.0, -1.0, negy), 1.0); texId = 2.0 + negy; } else { // z major float negz = step(r.z, 0.0); uvw = vec3(r.xy, absr.z) * vec3(mix(1.0, -1.0, negz), -1, 1); texId = 4.0 + negz; } st = vec2(uvw.xy / uvw.z + 1.) * .5; } vec4 texturesAsCube(in sampler2D maps[6], in vec3 direction) { float texId; vec2 st; cubemap(direction, texId, st); vec4 color = vec4(0); for (int i = 0; i < 6; ++i) { vec4 side = texture2D(maps[i], st); float select = step(float(i) - 0.5, texId) * step(texId, float(i) + 0.5); color = mix(color, side, select); } return color; } void main() { vec3 n = pointNormal; vec3 v = normalize(eyePosition - pointPosition); vec3 r = reflect(-v, n); float NoV = abs(dot(n, v)) + 1e-5; vec3 irradiance = texturesAsCube(environmentIrradianceMapId, r).rgb; vec3 diffuse = irradiance * (1.0 - pointMetalness) * pointColor; vec3 f0 = mix(vec3(0.04), pointColor, pointMetalness); vec3 fresnelFactor = fresnelSchlickRoughness(NoV, f0, pointRoughness); vec3 specular = fresnelFactor * texturesAsCube(environmentSpecularMapId, r).rgb; vec3 color = diffuse + specular; color = color / (color + vec3(1.0)); color = pow(color, vec3(1.0/2.2)); gl_FragColor = vec4(color, pointAlpha); }