#version 330 core out vec4 FragColor; in vec2 texCoords; uniform uint numSamples; const float PI = 3.14159265359; // 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); } float schlickGGX(float nDotV, float k) { return nDotV / (nDotV * (1.0 - k) + k); } float geoSmith(vec3 normal, vec3 viewDir, vec3 lightDir, float roughness) { float nDotV = max(dot(normal, viewDir), 0.0); float nDotL = max(dot(normal, lightDir), 0.0); float k = pow(roughness, 4) / 2.0; float ggx2 = schlickGGX(nDotV, k); float ggx1 = schlickGGX(nDotL, k); return ggx1 * ggx2; } vec2 integrateBRDF(float nDotV, float roughness) { vec3 viewDir = vec3(sqrt(1.0 - nDotV * nDotV), 0.0, nDotV); float a = 0.0; float b = 0.0; vec3 normal = vec3(0.0, 0.0, 1.0); 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); vec3 lightDir = normalize(2.0 * dot(viewDir, halfVec) * halfVec - viewDir); float nDotL = max(lightDir.z, 0.0); float nDotH = max(halfVec.z, 0.0); float vDotH = max(dot(viewDir, halfVec), 0.0); if(nDotL > 0.0) { float G = geoSmith(normal, viewDir, lightDir, roughness); float gVis = (G * vDotH) / (nDotH * nDotV); float fc = pow(1.0 - vDotH, 5.0); a += (1.0 - fc) * gVis; b += fc * gVis; } } a /= float(numSamples); b /= float(numSamples); return vec2(a, b); } void main() { vec2 integratedBRDF = integrateBRDF(texCoords.x, texCoords.y); FragColor = vec4(integratedBRDF, 0, 1); }