Review PBR shaders

Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
This commit is contained in:
Ray 2019-04-05 16:43:09 +02:00
parent 0f9fe34c3a
commit c600dd0766
6 changed files with 41 additions and 6 deletions

View file

@ -10,13 +10,13 @@
#version 330
#define MAX_SAMPLES 1024u
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
// Constant values
const float PI = 3.14159265359;
const uint MAX_SAMPLES = 1024u;
// Output fragment color
out vec4 finalColor;
@ -93,7 +93,7 @@ vec2 IntegrateBRDF(float NdotV, float roughness)
vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
vec3 N = vec3(0.0, 0.0, 1.0);
for (int i = 0; i < MAX_SAMPLES; i++)
for (uint i = 0u; i < MAX_SAMPLES; i++)
{
// Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)

View file

@ -9,7 +9,7 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPos;
in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
@ -23,7 +23,7 @@ out vec4 finalColor;
void main()
{
// The sample direction equals the hemisphere's orientation
vec3 normal = normalize(fragPos);
vec3 normal = normalize(fragPosition);
vec3 irradiance = vec3(0.0);

View file

@ -11,7 +11,7 @@
#define CUBEMAP_RESOLUTION 1024.0
// Input vertex attributes (from vertex shader)
in vec3 fragPos;
in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
@ -79,7 +79,7 @@ vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
void main()
{
// Make the simplyfying assumption that V equals R equals the normal
vec3 N = normalize(fragPos);
vec3 N = normalize(fragPosition);
vec3 R = N;
vec3 V = R;