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);
}