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To pbrfrag.vs, add the following: #version 330 core out vec4 frag_color; in vec3 world_pos; in vec3 normal; in vec3 cam_pos; // material parameters uniform vec3 albedo; uniform float metallic; uniform float roughness; uniform float ao; struct light { vec3 position; vec3 color; float attenuation; }; #define NUM_LIGHTS 3 uniform light light_data[NUM_LIGHTS]; const float PI = 3.14159265359; void main() { vec3 N = normalize(normal); vec3 V = normalize(cam_pos - world_pos); vec3 color = vec3(0,0,0); for(int i = 0; i < NUM_LIGHTS; ++i) //each light { // calculate per-light radiance vec3 L = normalize(light_data[i].position - world_pos); vec3 H = normalize(V + L); float distance = length(light_data[i].position - world_pos); float attenuation = light_data[i].attenuation / (distance * distance); vec3 radiance = light_data[i].color * light_data[i].attenuation; color += radiance; } color *= albedo * roughness * metallic * ao * normal; frag_color = vec4(color, 1.0); }

   To pbrfrag.vs, add the following:
#version 330 core
out vec4 frag_color;
in vec3 world_pos;
in vec3 normal;
in vec3 cam_pos;
// material parameters
uniform vec3 albedo;
uniform float metallic;
uniform float roughness;
uniform float ao;
struct light
{
vec3 position;
vec3 color;
float attenuation;
};
#define NUM_LIGHTS 3
uniform light light_data[NUM_LIGHTS];
const float PI = 3.14159265359;
void main()
{
vec3 N = normalize(normal);
vec3 V = normalize(cam_pos - world_pos);
vec3 color = vec3(0,0,0);
for(int i = 0; i < NUM_LIGHTS; ++i) //each light
{
// calculate per-light radiance
vec3 L = normalize(light_data[i].position -
world_pos);
vec3 H = normalize(V + L);
float distance =
length(light_data[i].position -
world_pos);
float attenuation = light_data[i].attenuation
/
(distance * distance);
vec3 radiance = light_data[i].color *
light_data[i].attenuation;
color += radiance;
}
color *= albedo * roughness * metallic *
ao * normal;
frag_color = vec4(color, 1.0);
}
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 10 ↓

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#version 330 core out vec4 frag_color;  Show more…

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To pbrfrag.vs, add the following: #version 330 core out vec4 frag_color; in vec3 world_pos; in vec3 normal; in vec3 cam_pos; // material parameters uniform vec3 albedo; uniform float metallic; uniform float roughness; uniform float ao; struct light { vec3 position; vec3 color; float attenuation; }; #define NUM_LIGHTS 3 uniform light light_data[NUM_LIGHTS]; const float PI = 3.14159265359; void main() { vec3 N = normalize(normal); vec3 V = normalize(cam_pos - world_pos); vec3 color = vec3(0,0,0); for(int i = 0; i < NUM_LIGHTS; ++i) //each light { // calculate per-light radiance vec3 L = normalize(light_data[i].position - world_pos); vec3 H = normalize(V + L); float distance = length(light_data[i].position - world_pos); float attenuation = light_data[i].attenuation / (distance * distance); vec3 radiance = light_data[i].color * light_data[i].attenuation; color += radiance; } color *= albedo * roughness * metallic * ao * normal; frag_color = vec4(color, 1.0); }
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