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fgdata/Shaders/HDR/envmap-prefilter.frag
2021-07-23 07:46:05 +02:00

74 lines
1.9 KiB
GLSL

#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;
}