paul_g_griffiths

02-16-2017, 08:31 PM

https://s31.postimg.org/bdntzaeqj/metal.jpg

I think if I mix this with a cupemap effect then ill have something pretty good?

Here's the shader function, it's a mix from 2 different codes, I thought one was for metal so I played with it until it looked like metal though since then I have learned it was not for metal.

Not too bad for a first attempt? The gold looks good. :)

It turns white to silver and yellow to gold.

vec3 CalcMetalPointLight(Light light, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 Diffuse, float Specular, float Shadow)

{

vec3 lightDir = normalize(light.Position - fragPos);

// Diffuse shading

float diff = max(dot(normal, lightDir), 0.0);

// set important material values

float roughnessValue = 0.1; // 0 : smooth, 1: rough

float F0 = 0.0; // fresnel reflectance at normal incidence

float k = 1.0; // fraction of diffuse reflection (specular reflection = 1 - k)

// do the lighting calculation for each fragment.

float spec = 0.0;

if(diff > 0.0)

{

// calculate intermediary values

vec3 halfVector = normalize(lightDir + viewDir);

float NdotH = max(dot(normal, halfVector), 0.0);

float NdotV = max(dot(normal, viewDir), 0.0); // note: this could also be diff, which is the same value

float VdotH = max(dot(viewDir, halfVector), 0.0);

float mSquared = roughnessValue * roughnessValue;

// geometric attenuation

float NH2 = 2.0 * NdotH;

float g1 = (NH2 * NdotV) / VdotH;

float g2 = (NH2 * diff) / VdotH;

float geoAtt = min(1.0, min(g1, g2));

// roughness (or: microfacet distribution function)

// beckmann distribution function

float r1 = 1.0 / ( 4.0 * mSquared * pow(NdotH, 4.0));

float r2 = (NdotH * NdotH - 1.0) / (mSquared * NdotH * NdotH);

float roughness = r1 * exp(r2);

// fresnel

// Schlick approximation

float fresnel = pow(1.0 - VdotH, 5.0);

fresnel *= (1.0 - F0);

fresnel += F0;

// Specular shading

vec3 reflectDir = reflect(-lightDir, normal);

float spec = pow(max(dot(viewDir, reflectDir), 0.0), 1.0) * (fresnel * geoAtt * roughness) / (NdotV * diff * 3.14);

}

// Attenuation

float distance = length(light.Position - fragPos);

float attenuation = 1.0f / (1.0 + light.Linear * distance + light.Quadratic * (distance * distance));

// Combine results

vec3 ambient = light.Color * Diffuse;

vec3 diffuse = light.Color * Diffuse * diff;

vec3 specular = light.Specular * spec * Specular;

ambient *= attenuation;

diffuse *= attenuation;

specular *= attenuation;

return (ambient + (1.0 - Shadow)) * diff * (k + spec * (1.0 - k)) + 2.0 * (diffuse + specular);

}

I think if I mix this with a cupemap effect then ill have something pretty good?

Here's the shader function, it's a mix from 2 different codes, I thought one was for metal so I played with it until it looked like metal though since then I have learned it was not for metal.

Not too bad for a first attempt? The gold looks good. :)

It turns white to silver and yellow to gold.

vec3 CalcMetalPointLight(Light light, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 Diffuse, float Specular, float Shadow)

{

vec3 lightDir = normalize(light.Position - fragPos);

// Diffuse shading

float diff = max(dot(normal, lightDir), 0.0);

// set important material values

float roughnessValue = 0.1; // 0 : smooth, 1: rough

float F0 = 0.0; // fresnel reflectance at normal incidence

float k = 1.0; // fraction of diffuse reflection (specular reflection = 1 - k)

// do the lighting calculation for each fragment.

float spec = 0.0;

if(diff > 0.0)

{

// calculate intermediary values

vec3 halfVector = normalize(lightDir + viewDir);

float NdotH = max(dot(normal, halfVector), 0.0);

float NdotV = max(dot(normal, viewDir), 0.0); // note: this could also be diff, which is the same value

float VdotH = max(dot(viewDir, halfVector), 0.0);

float mSquared = roughnessValue * roughnessValue;

// geometric attenuation

float NH2 = 2.0 * NdotH;

float g1 = (NH2 * NdotV) / VdotH;

float g2 = (NH2 * diff) / VdotH;

float geoAtt = min(1.0, min(g1, g2));

// roughness (or: microfacet distribution function)

// beckmann distribution function

float r1 = 1.0 / ( 4.0 * mSquared * pow(NdotH, 4.0));

float r2 = (NdotH * NdotH - 1.0) / (mSquared * NdotH * NdotH);

float roughness = r1 * exp(r2);

// fresnel

// Schlick approximation

float fresnel = pow(1.0 - VdotH, 5.0);

fresnel *= (1.0 - F0);

fresnel += F0;

// Specular shading

vec3 reflectDir = reflect(-lightDir, normal);

float spec = pow(max(dot(viewDir, reflectDir), 0.0), 1.0) * (fresnel * geoAtt * roughness) / (NdotV * diff * 3.14);

}

// Attenuation

float distance = length(light.Position - fragPos);

float attenuation = 1.0f / (1.0 + light.Linear * distance + light.Quadratic * (distance * distance));

// Combine results

vec3 ambient = light.Color * Diffuse;

vec3 diffuse = light.Color * Diffuse * diff;

vec3 specular = light.Specular * spec * Specular;

ambient *= attenuation;

diffuse *= attenuation;

specular *= attenuation;

return (ambient + (1.0 - Shadow)) * diff * (k + spec * (1.0 - k)) + 2.0 * (diffuse + specular);

}