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Review weird PBR shader issue >_<

pull/964/head
Ray 5 years ago
parent
commit
7caedff9ca
1 changed files with 8 additions and 6 deletions
  1. +8
    -6
      examples/models/resources/shaders/glsl330/pbr.fs

+ 8
- 6
examples/models/resources/shaders/glsl330/pbr.fs View File

@ -73,6 +73,8 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0);
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir);
// WARNING: There is some weird behaviour with this function, always returns black!
// Yes, I even tried: return texture(property.sampler, texCoord).rgb;
vec3 ComputeMaterialProperty(MaterialProperty property)
{
vec3 result = vec3(0.0, 0.0, 0.0);
@ -187,17 +189,17 @@ void main()
else texCoord = fragTexCoord; // Use default texture coordinates
// Fetch material values from texture sampler or color attributes
vec3 color = ComputeMaterialProperty(albedo);
vec3 metal = ComputeMaterialProperty(metalness);
vec3 rough = ComputeMaterialProperty(roughness);
vec3 emiss = ComputeMaterialProperty(emission);
vec3 ao = ComputeMaterialProperty(occlusion);
vec3 color = nf">texture(albedo.sampler, texCoord).rgb; //ComputeMaterialProperty(albedo);
vec3 metal = nf">texture(metalness.sampler, texCoord).rgb; //ComputeMaterialProperty(metalness);
vec3 rough = nf">texture(roughness.sampler, texCoord).rgb; //ComputeMaterialProperty(roughness);
vec3 emiss = nf">texture(emission.sampler, texCoord).rgb; //ComputeMaterialProperty(emission);
vec3 ao = nf">texture(occlusion.sampler, texCoord).rgb; //ComputeMaterialProperty(occlusion);
// Check if normal mapping is enabled
if (normals.useSampler == 1)
{
// Fetch normal map color and transform lighting values to tangent space
normal = ComputeMaterialProperty(normals);
normal = nf">texture(normals.sampler, texCoord).rgb; //ComputeMaterialProperty(normals);
normal = normalize(normal*2.0 - 1.0);
normal = normalize(normal*TBN);

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