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@anhedonix
Created October 7, 2024 21:38
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  1. anhedonix created this gist Oct 7, 2024.
    183 changes: 183 additions & 0 deletions DefaultPBR.md
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    ``` glsl
    #version 300 es
    precision highp float;
    // Input variables
    in vec3 v_position; // The position of the current fragment in world space
    in vec3 v_normal; // The normal vector of the current fragment
    in vec2 v_texcoord; // The texture coordinates of the current fragment
    // Technical: These are interpolated values passed from the vertex shader
    // ELI5: Imagine these as little notes passed to each tiny dot on your screen, telling it where it is and which way it's facing
    // Output variable
    out vec4 fragColor; // The final color of the fragment
    // Technical: This is the color we'll calculate and output for this pixel
    // ELI5: This is like choosing the final crayon color for each dot in our picture
    // Material properties
    uniform vec3 u_albedo; // The base color of the material
    uniform float u_metallic; // How metallic the material is (0 to 1)
    uniform float u_roughness; // How rough the material is (0 to 1)
    // Technical: These define the core properties of our material for PBR calculations
    // ELI5: These tell us what the object is made of - its color, if it's like metal, and how smooth or bumpy it is
    // Light properties
    uniform vec3 u_lightPosition; // The position of the light in world space
    uniform vec3 u_lightColor; // The color of the light
    // Technical: These define our light source for illumination calculations
    // ELI5: This is like saying where we put our lamp and what color it glows
    // Camera position
    uniform vec3 u_viewPosition; // The position of the camera in world space
    // Technical: This is used to calculate view direction for specular reflections
    // ELI5: This tells us where we're looking from, like where our eyes are in the scene
    // Constants
    const float PI = 3.14159265359;
    // Technical: Mathematical constant used in various calculations
    // ELI5: This is a special number that helps us do math with circles and roundness
    // Function to calculate the distribution of microfacets (GGX/Trowbridge-Reitz)
    float DistributionGGX(vec3 N, vec3 H, float roughness) {
    // Technical: This function models how light scatters on a microscopically rough surface
    // ELI5: This helps us figure out how light bounces off tiny bumps we can't see
    float a = roughness * roughness;
    float a2 = a * a;
    float NdotH = max(dot(N, H), 0.0);
    float NdotH2 = NdotH * NdotH;
    // Technical: We're calculating the probability of microfacets being aligned to reflect light towards the viewer
    // ELI5: We're guessing how many tiny mirrors on the surface are pointing the right way to shine light at us
    float nom = a2;
    float denom = (NdotH2 * (a2 - 1.0) + 1.0);
    denom = PI * denom * denom;
    return nom / max(denom, 0.0000001);
    // Technical: The result is the relative surface area of microfacets contributing to reflection
    // ELI5: This tells us how much of the bumpy surface is helping to make things look shiny
    }
    // Function to calculate geometric occlusion (Smith's Schlick-GGX)
    float GeometrySchlickGGX(float NdotV, float roughness) {
    // Technical: This function models how microfacets shadow and mask each other
    // ELI5: This helps us understand how tiny bumps might block light from reaching other bumps
    float r = (roughness + 1.0);
    float k = (r * r) / 8.0;
    float nom = NdotV;
    float denom = NdotV * (1.0 - k) + k;
    return nom / denom;
    // Technical: The result is the proportion of microfacets that are not shadowed or masked
    // ELI5: This tells us how much of the surface we can actually see, considering all the tiny hills and valleys
    }
    float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
    // Technical: This combines geometry terms for both view and light directions
    // ELI5: This looks at how bumps affect light coming in AND going out
    float NdotV = max(dot(N, V), 0.0);
    float NdotL = max(dot(N, L), 0.0);
    float ggx2 = GeometrySchlickGGX(NdotV, roughness);
    float ggx1 = GeometrySchlickGGX(NdotL, roughness);
    return ggx1 * ggx2;
    // Technical: The combined geometry term for the BRDF
    // ELI5: This gives us one number that tells us how much the bumpiness affects the overall shininess
    }
    // Function to calculate the Fresnel effect (Schlick approximation)
    vec3 fresnelSchlick(float cosTheta, vec3 F0) {
    // Technical: This approximates how reflectivity changes with viewing angle
    // ELI5: This helps us see how the shininess changes when you look at something from different angles
    return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
    // Technical: Interpolates between base reflectivity and full reflection based on view angle
    // ELI5: This decides how mirror-like the surface looks depending on how you're looking at it
    }
    void main() {
    // Normalize vectors
    vec3 N = normalize(v_normal);
    vec3 V = normalize(u_viewPosition - v_position);
    vec3 L = normalize(u_lightPosition - v_position);
    vec3 H = normalize(V + L);
    // Technical: Ensuring all direction vectors have unit length for correct calculations
    // ELI5: We're making sure all our arrows pointing in different directions are the same size
    // Calculate reflectance at normal incidence
    vec3 F0 = vec3(0.04);
    F0 = mix(F0, u_albedo, u_metallic);
    // Technical: Sets base reflectivity, interpolating between dielectric and metallic
    // ELI5: This decides how shiny the surface is when you look straight at it, based on if it's metal or not
    // Calculate radiance
    float distance = length(u_lightPosition - v_position);
    float attenuation = 1.0 / (distance * distance);
    vec3 radiance = u_lightColor * attenuation;
    // Technical: Computes incoming light intensity considering distance falloff
    // ELI5: This figures out how bright the light is when it reaches our surface, knowing it gets dimmer farther away
    // Calculate Cook-Torrance BRDF
    float NDF = DistributionGGX(N, H, u_roughness);
    float G = GeometrySmith(N, V, L, u_roughness);
    vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
    // Technical: Combines microfacet distribution, geometry, and Fresnel terms
    // ELI5: We're putting together all our information about bumpiness, shadowing, and shininess
    vec3 nominator = NDF * G * F;
    float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
    vec3 specular = nominator / max(denominator, 0.001);
    // Technical: Computes the specular BRDF term
    // ELI5: This calculates how much light bounces off in a mirror-like way
    // Calculate the contribution of diffuse and specular to the final color
    vec3 kS = F;
    vec3 kD = vec3(1.0) - kS;
    kD *= 1.0 - u_metallic;
    // Technical: Balances between specular and diffuse reflection based on Fresnel and metallicness
    // ELI5: This decides how much light bounces off directly and how much scatters inside before coming out
    float NdotL = max(dot(N, L), 0.0);
    // Combine diffuse and specular lighting
    vec3 Lo = (kD * u_albedo / PI + specular) * radiance * NdotL;
    // Technical: Combines diffuse and specular components with incoming light
    // ELI5: We're mixing the scattered light and the mirror-like reflections based on how much light is hitting the surface
    // Add ambient lighting
    vec3 ambient = vec3(0.03) * u_albedo;
    vec3 color = ambient + Lo;
    // Technical: Adds a simple ambient term to approximate global illumination
    // ELI5: We're adding a little bit of light everywhere to fake the bouncing of light in the real world
    // Tone mapping and gamma correction
    color = color / (color + vec3(1.0));
    color = pow(color, vec3(1.0/2.2));
    // Technical: Applies HDR tone mapping and gamma correction for display
    // ELI5: We're adjusting the colors so they look right on your screen, not too bright or too dark
    fragColor = vec4(color, 1.0);
    // Technical: Sets the final output color with full opacity
    // ELI5: We're putting our final crayon color onto the paper, making sure it's not see-through
    }
    ```