feat: PBR shading — Cook-Torrance BRDF with ACES tonemapping

- Vertex shader: passes world position, world normal, albedo to fragment
- Fragment shader: full PBR implementation
  - D term: Trowbridge-Reitz GGX distribution
  - G term: Smith geometry with Schlick-GGX
  - F term: Schlick Fresnel approximation
  - kD/kS split based on metallic
  - Directional light (0.5, 0.8, 0.3) with warm color
  - Ambient term (0.15, 0.18, 0.22) for fill light
  - ACES filmic tonemapping
  - Gamma 2.2 correction
- Fixed roughness=0.5, metallic=0.1 (per-object materials = future)
- No C# code changes — pure shader upgrade
This commit is contained in:
emil28092005
2026-06-18 19:18:01 +03:00
parent 50e77e705b
commit 22748ed9ba
4 changed files with 91 additions and 9 deletions
@@ -1,14 +1,93 @@
#version 450
layout(location = 0) in vec3 fragColor;
layout(location = 0) in vec3 fragWorldPos;
layout(location = 1) in vec3 fragNormal;
layout(location = 2) in vec3 fragAlbedo;
layout(location = 0) out vec4 outColor;
void main() {
const vec3 LIGHT_DIR = normalize(vec3(0.5, 0.8, 0.3));
const vec3 LIGHT_COLOR = vec3(1.0, 0.95, 0.85);
const vec3 AMBIENT = vec3(0.15, 0.18, 0.22);
const float PI = 3.14159265359;
float distributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH * NdotH;
float num = a2;
float denom = NdotH2 * (a2 - 1.0) + 1.0;
denom = PI * denom * denom;
return num / denom;
}
float geometrySchlickGGX(float NdotV, float roughness)
{
float r = roughness + 1.0;
float k = (r * r) / 8.0;
return NdotV / (NdotV * (1.0 - k) + k);
}
float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = geometrySchlickGGX(NdotV, roughness);
float ggx1 = geometrySchlickGGX(NdotL, roughness);
return ggx2 * ggx1;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 acesTonemap(vec3 color)
{
float a = 2.51;
float b = 0.03;
float c = 2.43;
float d = 0.59;
float e = 0.14;
return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
}
void main()
{
vec3 N = normalize(fragNormal);
vec3 L = normalize(vec3(0.5, 0.8, 0.3));
float diff = max(dot(N, L), 0.0);
float ambient = 0.25;
vec3 color = fragColor * (ambient + diff * 0.75);
vec3 V = normalize(-fragWorldPos);
vec3 albedo = fragAlbedo;
float roughness = 0.5;
float metallic = 0.1;
vec3 F0 = mix(vec3(0.04), albedo, metallic);
vec3 L = LIGHT_DIR;
vec3 H = normalize(V + L);
float NDF = distributionGGX(N, H, roughness);
float G = geometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
vec3 kS = F;
vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
float NdotL = max(dot(N, L), 0.0);
vec3 Lo = (kD * albedo / PI + specular) * LIGHT_COLOR * NdotL;
vec3 ambient = AMBIENT * albedo;
vec3 color = ambient + Lo;
color = acesTonemap(color);
color = pow(color, vec3(1.0 / 2.2));
outColor = vec4(color, 1.0);
}
Binary file not shown.
@@ -4,8 +4,9 @@ layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inNormal;
layout(location = 0) out vec3 fragColor;
layout(location = 0) out vec3 fragWorldPos;
layout(location = 1) out vec3 fragNormal;
layout(location = 2) out vec3 fragAlbedo;
layout(set = 0, binding = 0) uniform CameraUBO {
mat4 vp;
@@ -16,7 +17,9 @@ layout(push_constant) uniform PC {
} pc;
void main() {
gl_Position = vp * pc.model * vec4(inPosition, 1.0);
fragColor = inColor;
vec4 worldPos = pc.model * vec4(inPosition, 1.0);
gl_Position = vp * worldPos;
fragWorldPos = worldPos.xyz;
fragNormal = mat3(pc.model) * inNormal;
fragAlbedo = inColor;
}
Binary file not shown.