import common;
import shadow;
+struct PbrMaterialParameters
+{
+ vec4 base_color;
+ vec4 emission;
+ float metalness;
+ float roughness;
+};
+
+uniform PbrMaterial
+{
+ PbrMaterialParameters pbr_material;
+};
+
+uniform sampler2D base_color_map;
+uniform sampler2D metalness_map;
+uniform sampler2D roughness_map;
+uniform sampler2D occlusion_map;
+uniform sampler2D emission_map;
+
layout(constant_id=auto) const bool use_base_color_map = false;
layout(constant_id=auto) const bool use_metalness_map = false;
layout(constant_id=auto) const bool use_roughness_map = false;
float rough_q = roughness * roughness;
rough_q *= rough_q;
float denom = n_dot_h*n_dot_h*(rough_q-1)+1;
- // Scale by pi to get a result per steradian, suitable for integration
+ /* Scale by pi to normalize the total area of the microfacets as projected
+ to the macrosurface */
return rough_q/(PI*denom*denom);
}
{
// 0.04 is a decent approximation for dielectric base reflectivity
vec3 f0 = mix(vec3(0.04), base_color, metalness);
- return mix(f0, vec3(1.0), pow(1.0-dot(halfway, look), 5.0));
+ return mix(f0, vec3(1.0), pow(max(1.0-dot(halfway, look), 0.0), 5.0));
}
/* Computes the full contribution of a single light */