Files
vb01/environmentPreFilter.frag
2021-12-01 19:58:44 +02:00

88 lines
3.2 KiB
GLSL

#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);
}