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It's time to modify the fragment shader to produce a PBR effect. Open pbrfrag.vs and make these modifications: #version 330 core .. #define NUM_LIGHTS 3 uniform light light_data[NUM_LIGHTS]; const float PI = 3.14159265359; vec3 Fresnel(float HoV, vec3 metalness) { return metalness + (1.0 - metalness) * pow(clamp(1.0 - HoV, 0.0, 1.0), 5.0); } float GGX(float NoH, float roughness) { float a = roughness*roughness; float a2 = a*a; float NoH2 = NoH*NoH; float numerator = a2; float denominator = (NoH2 * (a2 - 1.0) + 1.0); denominator = PI * denominator * denominator; return numerator / denominator; } float GASchlick(float Ndot, float roughness) { float r = (roughness + 1.0); float k = (r*r) / 8.0; float numerator = Ndot; float denominator = Ndot * (1.0 - k) + k; return numerator / denominator; } float GASmith(float NoV, float NoL, float roughness) { float gas2 = GASchlick(NoV, roughness); float gas1 = GASchlick(NoL, roughness); return gas1 * gas2; }

   It's time to modify the fragment shader to produce a PBR effect. Open pbrfrag.vs and make these modifications:
#version 330 core
..
#define NUM_LIGHTS 3
uniform light light_data[NUM_LIGHTS];
const float PI = 3.14159265359;
vec3 Fresnel(float HoV, vec3 metalness)
{
return metalness + (1.0 - metalness) *
pow(clamp(1.0 - HoV, 0.0, 1.0), 5.0);
}
float GGX(float NoH, float roughness)
{
float a = roughness*roughness;
float a2 = a*a;
float NoH2 = NoH*NoH;
float numerator = a2;
float denominator = (NoH2 * (a2 - 1.0) + 1.0);
denominator = PI * denominator * denominator;
return numerator / denominator;
}
float GASchlick(float Ndot, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float numerator = Ndot;
float denominator = Ndot * (1.0 - k) + k;
return numerator / denominator;
}
float GASmith(float NoV, float NoL, float roughness)
{
float gas2 = GASchlick(NoV, roughness);
float gas1 = GASchlick(NoL, roughness);
return gas1 * gas2;
}
Show more…
Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments
Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments
Penny de Byl 1st Edition
Chapter 19, Problem 11 ↓

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vs file in a text editor or an integrated development environment (IDE) that supports shader editing.  Show more…

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It's time to modify the fragment shader to produce a PBR effect. Open pbrfrag.vs and make these modifications: #version 330 core .. #define NUM_LIGHTS 3 uniform light light_data[NUM_LIGHTS]; const float PI = 3.14159265359; vec3 Fresnel(float HoV, vec3 metalness) { return metalness + (1.0 - metalness) * pow(clamp(1.0 - HoV, 0.0, 1.0), 5.0); } float GGX(float NoH, float roughness) { float a = roughness*roughness; float a2 = a*a; float NoH2 = NoH*NoH; float numerator = a2; float denominator = (NoH2 * (a2 - 1.0) + 1.0); denominator = PI * denominator * denominator; return numerator / denominator; } float GASchlick(float Ndot, float roughness) { float r = (roughness + 1.0); float k = (r*r) / 8.0; float numerator = Ndot; float denominator = Ndot * (1.0 - k) + k; return numerator / denominator; } float GASmith(float NoV, float NoL, float roughness) { float gas2 = GASchlick(NoV, roughness); float gas1 = GASchlick(NoL, roughness); return gas1 * gas2; }
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