#version 330 core out vec3 fragColor; in vec3 cubemapCoord; uniform samplerCube envmap; uniform float roughness; uniform int fg_CubemapFace; const float PI = 3.14159265359; float RadicalInverse_VdC(uint bits) { bits = (bits << 16u) | (bits >> 16u); bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); return float(bits) * 2.3283064365386963e-10; // / 0x100000000 } vec2 Hammersley(uint i, uint N) { return vec2(float(i)/float(N), RadicalInverse_VdC(i)); } vec3 ImportanceSampleGGX(vec2 Xi, vec3 n, float r) { float a = r*r; float phi = 2.0 * PI * Xi.x; float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y)); float sinTheta = sqrt(1.0 - cosTheta*cosTheta); vec3 h; h.x = sinTheta * cos(phi); h.y = sinTheta * sin(phi); h.z = cosTheta; vec3 up = abs(n.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); vec3 tangent = normalize(cross(up, n)); vec3 bitangent = cross(n, tangent); vec3 sampleVec = tangent * h.x + bitangent * h.y + n * h.z; return normalize(sampleVec); } void main() { vec3 n = normalize(cubemapCoord); vec3 v = n; // n = v simplification vec3 prefilteredColor = vec3(0.0); float totalWeight = 0.0; const uint NUM_SAMPLES = 1024u; for (uint i = 0u; i < NUM_SAMPLES; ++i) { vec2 Xi = Hammersley(i, NUM_SAMPLES); vec3 h = ImportanceSampleGGX(Xi, n, roughness); vec3 l = normalize(2.0 * dot(v, h) * h - v); float NdotL = max(dot(n, l), 0.0); if (NdotL > 0.0) { prefilteredColor += textureLod(envmap, l, 0.0).rgb * NdotL; totalWeight += NdotL; } } prefilteredColor /= totalWeight; fragColor = prefilteredColor; }