#version 450 layout(set = 0, binding = 0) uniform material_Block { vec3 albedo; float metallic; float roughness; } material; layout(set = 0, binding = 1) uniform light_dir_Block { vec3 light_dir; }; layout(set = 0, binding = 2) uniform camera_pos_Block { vec3 camera_pos; }; layout(set = 0, binding = 3) uniform sampler2D albedo_tex; vec3 fresnel_schlick(float cos_theta, vec3 f0) { return (f0 + ((vec3(1.0, 1.0, 1.0) - f0) * pow((1.0 - cos_theta), 5.0))); } vec3 compute_lighting(vec3 normal, vec3 view_dir, vec3 albedo) { vec3 n = normalize(normal); vec3 l = normalize(light_dir); vec3 h = normalize((l + view_dir)); float ndotl = max(dot(n, l), 0.0); float ndoth = max(dot(n, h), 0.0); vec3 f0 = mix(vec3(0.04, 0.04, 0.04), albedo, material.metallic); vec3 f = fresnel_schlick(max(dot(h, view_dir), 0.0), f0); vec3 specular = (f * pow(ndoth, ((1.0 - material.roughness) * 256.0))); vec3 diffuse = ((albedo * ndotl) * (vec3(1.0, 1.0, 1.0) - f)); return (diffuse + specular); } layout(location = 0) in vec2 in_uv; layout(location = 1) in vec3 in_normal; layout(location = 2) in vec3 in_world_pos; layout(location = 0) out vec4 out_color; void main() { vec4 tex_color = texture(albedo_tex, in_uv); vec3 albedo = (tex_color.rgb * material.albedo); vec3 view_dir = normalize((camera_pos - in_world_pos)); vec3 color = compute_lighting(in_normal, view_dir, albedo); out_color = vec4(color, tex_color.a); }