5 struct PbrMaterialParameters
14 layout(set=1) uniform PbrMaterial
16 PbrMaterialParameters pbr_material;
17 AlphaCutoffParams alpha_cutoff;
20 layout(set=1) uniform sampler2D base_color_map;
21 layout(set=1) uniform sampler2D metalness_map;
22 layout(set=1) uniform sampler2D roughness_map;
23 layout(set=1) uniform sampler2D occlusion_map;
24 layout(set=1) uniform sampler2D emission_map;
26 layout(constant_id=auto) const bool use_base_color_map = false;
27 layout(constant_id=auto) const bool use_metalness_map = false;
28 layout(constant_id=auto) const bool use_roughness_map = false;
29 layout(constant_id=auto) const bool use_occlusion_map = false;
30 layout(constant_id=auto) const bool use_emission = false;
31 layout(constant_id=auto) const bool use_emission_map = false;
33 #pragma MSP stage(fragment)
34 virtual vec4 get_base_color()
36 if(use_base_color_map)
37 return texture(base_color_map, texcoord.xy)*pbr_material.tint;
39 return pbr_material.base_color*pbr_material.tint;
42 virtual float get_metalness_value()
45 return texture(metalness_map, texcoord.xy).r;
47 return pbr_material.metalness;
50 virtual float get_roughness_value()
53 return texture(roughness_map, texcoord.xy).r;
55 return pbr_material.roughness;
58 virtual float get_occlusion_value()
61 return texture(occlusion_map, texcoord.xy).r;
66 virtual vec3 get_emission_color()
69 return texture(emission_map, texcoord.xy).rgb;
71 return pbr_material.emission.rgb;
76 vec4 base_color = get_base_color();
77 float alpha = apply_alpha_cutoff(base_color.a, alpha_cutoff);
79 vec3 normal = get_fragment_normal();
80 vec3 look = normalize(world_look_dir);
82 float metalness = get_metalness_value();
83 float roughness = get_roughness_value();
84 float occlusion = get_occlusion_value();
86 vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness, occlusion);
88 lit_color += get_emission_color();
90 frag_color = vec4(lit_color, alpha);