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
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@@ -1,14 +1,93 @@
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#version 450
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) in vec3 fragWorldPos;
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layout(location = 1) in vec3 fragNormal;
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layout(location = 2) in vec3 fragAlbedo;
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layout(location = 0) out vec4 outColor;
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void main() {
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const vec3 LIGHT_DIR = normalize(vec3(0.5, 0.8, 0.3));
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const vec3 LIGHT_COLOR = vec3(1.0, 0.95, 0.85);
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const vec3 AMBIENT = vec3(0.15, 0.18, 0.22);
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const float PI = 3.14159265359;
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float distributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float num = a2;
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float denom = NdotH2 * (a2 - 1.0) + 1.0;
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denom = PI * denom * denom;
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return num / denom;
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}
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float geometrySchlickGGX(float NdotV, float roughness)
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{
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float r = roughness + 1.0;
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float k = (r * r) / 8.0;
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return NdotV / (NdotV * (1.0 - k) + k);
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}
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float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = geometrySchlickGGX(NdotV, roughness);
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float ggx1 = geometrySchlickGGX(NdotL, roughness);
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return ggx2 * ggx1;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 acesTonemap(vec3 color)
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{
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float a = 2.51;
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float b = 0.03;
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float c = 2.43;
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float d = 0.59;
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float e = 0.14;
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return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
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}
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void main()
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{
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vec3 N = normalize(fragNormal);
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vec3 L = normalize(vec3(0.5, 0.8, 0.3));
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float diff = max(dot(N, L), 0.0);
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float ambient = 0.25;
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vec3 color = fragColor * (ambient + diff * 0.75);
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vec3 V = normalize(-fragWorldPos);
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vec3 albedo = fragAlbedo;
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float roughness = 0.5;
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float metallic = 0.1;
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vec3 F0 = mix(vec3(0.04), albedo, metallic);
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vec3 L = LIGHT_DIR;
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vec3 H = normalize(V + L);
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float NDF = distributionGGX(N, H, roughness);
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float G = geometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
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float NdotL = max(dot(N, L), 0.0);
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vec3 Lo = (kD * albedo / PI + specular) * LIGHT_COLOR * NdotL;
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vec3 ambient = AMBIENT * albedo;
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vec3 color = ambient + Lo;
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color = acesTonemap(color);
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color = pow(color, vec3(1.0 / 2.2));
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outColor = vec4(color, 1.0);
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}
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@@ -4,8 +4,9 @@ layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inNormal;
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layout(location = 0) out vec3 fragColor;
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layout(location = 0) out vec3 fragWorldPos;
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layout(location = 1) out vec3 fragNormal;
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layout(location = 2) out vec3 fragAlbedo;
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layout(set = 0, binding = 0) uniform CameraUBO {
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mat4 vp;
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@@ -16,7 +17,9 @@ layout(push_constant) uniform PC {
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} pc;
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void main() {
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gl_Position = vp * pc.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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vec4 worldPos = pc.model * vec4(inPosition, 1.0);
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gl_Position = vp * worldPos;
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fragWorldPos = worldPos.xyz;
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fragNormal = mat3(pc.model) * inNormal;
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fragAlbedo = inColor;
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}
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