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Reviewed shaders formating to follow raylib coding conventions
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@ -64,16 +64,16 @@ vec3 SchlickFresnel(float hDotV,vec3 refl)
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float GgxDistribution(float nDotH,float roughness)
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{
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float a = roughness * roughness * roughness * roughness;
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float d = nDotH * nDotH * (a - 1.0) + 1.0;
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d = PI * d * d;
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return a / max(d,0.0000001);
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float a = roughness*roughness*roughness*roughness;
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float d = nDotH*nDotH*(a - 1.0) + 1.0;
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d = PI*d*d;
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return (a/max(d,0.0000001));
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}
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float GeomSmith(float nDotV,float nDotL,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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float k = r*r/8.0;
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float ik = 1.0 - k;
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float ggx1 = nDotV/(nDotV*ik + k);
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float ggx2 = nDotL/(nDotL*ik + k);
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@ -91,7 +91,7 @@ vec3 ComputePBR()
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if (useTexMRA == 1)
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{
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vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y))*useTexMRA;
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vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y));
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metallic = clamp(mra.r + metallicValue, 0.04, 1.0);
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roughness = clamp(mra.g + roughnessValue, 0.04, 1.0);
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ao = (mra.b + aoValue)*0.5;
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@ -108,10 +108,10 @@ vec3 ComputePBR()
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vec3 V = normalize(viewPos - fragPosition);
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vec3 emissive = vec3(0);
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emissive = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x+offset.x, fragTexCoord.y*tiling.y+offset.y)).rgb).g * emissiveColor.rgb*emissivePower * useTexEmissive;
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emissive = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb).g*emissiveColor.rgb*emissivePower*useTexEmissive;
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// return N;//vec3(metallic,metallic,metallic);
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// if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity
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// If dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity
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vec3 baseRefl = mix(vec3(0.04), albedo.rgb, metallic);
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vec3 lightAccum = vec3(0.0); // Acumulate lighting lum
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@ -145,7 +145,7 @@ vec3 ComputePBR()
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vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5;
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return ambientFinal + lightAccum*ao + emissive;
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return (ambientFinal + lightAccum*ao + emissive);
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}
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void main()
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@ -27,12 +27,12 @@ void main()
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{
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// Compute binormal from vertex normal and tangent
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vec3 vertexBinormal = cross(vertexNormal, vertexTangent);
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// Compute fragment normal based on normal transformations
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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// Compute fragment position based on model transformations
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord*2.0;
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fragNormal = normalize(normalMatrix*vertexNormal);
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