#version 330 core # out vec4 FragColor; in vec3 fragPos; uniform samplerCube environmentMap; uniform float roughness; uniform float resolution; uniform uint numSamples; const float PI = 3.14159265359; float trowbridgeReitz(vec3 normal, vec3 halfVec, float alpha) { float nDotH = max(dot(normal, halfVec), 0.0); return (alpha * alpha) / (PI * pow(nDotH * nDotH * (alpha * alpha - 1) + 1, 2)); } // http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html // efficient VanDerCorpus calculation. float radicalInverseVdC(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 normal) { return vec2(float(i) / float(normal), radicalInverseVdC(i)); } vec3 importanceSampleGGX(vec2 Xi, vec3 normal, float a) { 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); // from spherical coordinates to cartesian coordinates - halfway vector vec3 halfVec = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta); // from tangent-space H vector to world-space sample vector vec3 up = (abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0)); vec3 tan = normalize(cross(up, normal)); vec3 bitan = cross(normal, tan); vec3 sampleVec = tan * halfVec.x + bitan * halfVec.y + normal * halfVec.z; return normalize(sampleVec); } void main() { vec3 normal = normalize(fragPos); // make the simplyfying assumption that V equals R equals the normal vec3 reflVec = normal; vec3 viewVec = reflVec; vec3 prefilteredColor = vec3(0.0); float totalWeight = 0.0; for(uint i = 0u; i < numSamples; ++i) { // generates a sample vector that's biased towards the preferred alignment direction (importance sampling). vec2 Xi = hammersley(i, numSamples); vec3 halfVec = importanceSampleGGX(Xi, normal, roughness * roughness); vec3 lightVec = normalize(2.0 * dot(viewVec, halfVec) * halfVec - viewVec); float nDotL = max(dot(normal, lightVec), 0.0); if(nDotL > 0.0) { // sample from the environment's mip level based on roughness/pdf float D = trowbridgeReitz(normal, halfVec, roughness * roughness); float nDotH = max(dot(normal, halfVec), 0.0); float hDotV = max(dot(halfVec, viewVec), 0.0); float pdf = max(D * nDotH / (4.0 * hDotV), 0.0001); float saTexel = 4.0 * PI / (6.0 * resolution * resolution); float saSample = 1.0 / max(float(numSamples) * pdf, 0.0001); float mipLevel = (roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel)); prefilteredColor += textureLod(environmentMap, lightVec, mipLevel).rgb * nDotL; totalWeight += nDotL; } } prefilteredColor /= totalWeight; FragColor = vec4(prefilteredColor, 1.0); }