import common;
import shadow;
-const bool use_base_color_map = false;
-const bool use_metalness_map = false;
-const bool use_roughness_map = false;
-const bool use_occlusion_map = false;
-const bool use_emission = false;
-const bool use_emission_map = false;
+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;
+layout(constant_id=auto) const bool use_occlusion_map = false;
+layout(constant_id=auto) const bool use_emission = false;
+layout(constant_id=auto) const bool use_emission_map = false;
const float PI = 3.1415926535;
if(use_emission_map)
return texture(emission_map, texcoord.xy).rgb;
else
- return basic_material.emission.rgb;
+ return pbr_material.emission.rgb;
}
/* Computes the diffuse reflection of the macrosurface */
float normal_distribution_ggxtr(vec3 normal, vec3 halfway, float roughness)
{
float n_dot_h = max(dot(normal, halfway), 0.0);
- //return n_dot_h;
float rough_q = roughness * roughness;
rough_q *= rough_q;
float denom = n_dot_h*n_dot_h*(rough_q-1)+1;
- //return (n_dot_h*n_dot_h-0.8)*5.0;
- //return rough_q*10;
// Scale by pi to get a result per steradian, suitable for integration
return rough_q/(PI*denom*denom);
}
vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 light_color, vec3 base_color, float metalness, float roughness)
{
vec3 halfway = normalize(light-look);
- //return normal;
float ndist = normal_distribution_ggxtr(normal, halfway, roughness);
float geom = geometry_smith(normal, -look, light, roughness);
- //return vec3(ndist);
vec3 k_spec = fresnel_schlick(halfway, light, base_color, metalness);
vec3 k_diff = (1.0-k_spec)*(1.0-metalness);
float denom = max(4.0*max(dot(normal, -look), 0.0)*max(dot(normal, light), 0.0), 0.001);
- return max(dot(normal, light), 0.0)*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/denom);
+ return max(dot(normal, light), 0.0)*light_color*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/denom);
}
vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)