mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
88 lines
3.2 KiB
GLSL
88 lines
3.2 KiB
GLSL
#version 330 core
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#
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out vec4 FragColor;
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in vec3 fragPos;
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uniform samplerCube environmentMap;
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uniform float roughness;
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uniform float resolution;
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uniform uint numSamples;
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const float PI = 3.14159265359;
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float trowbridgeReitz(vec3 normal, vec3 halfVec, float alpha) {
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float nDotH = max(dot(normal, halfVec), 0.0);
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return (alpha * alpha) / (PI * pow(nDotH * nDotH * (alpha * alpha - 1) + 1, 2));
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}
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// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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// efficient VanDerCorpus calculation.
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float radicalInverseVdC(uint bits) {
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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vec2 hammersley(uint i, uint normal) {
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return vec2(float(i) / float(normal), radicalInverseVdC(i));
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}
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vec3 importanceSampleGGX(vec2 Xi, vec3 normal, float a) {
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float phi = 2.0 * PI * Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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// from spherical coordinates to cartesian coordinates - halfway vector
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vec3 halfVec = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
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// from tangent-space H vector to world-space sample vector
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vec3 up = (abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
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vec3 tan = normalize(cross(up, normal));
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vec3 bitan = cross(normal, tan);
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vec3 sampleVec = tan * halfVec.x + bitan * halfVec.y + normal * halfVec.z;
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return normalize(sampleVec);
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}
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void main() {
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vec3 normal = normalize(fragPos);
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// make the simplyfying assumption that V equals R equals the normal
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vec3 reflVec = normal;
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vec3 viewVec = reflVec;
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vec3 prefilteredColor = vec3(0.0);
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float totalWeight = 0.0;
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for(uint i = 0u; i < numSamples; ++i) {
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// generates a sample vector that's biased towards the preferred alignment direction (importance sampling).
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vec2 Xi = hammersley(i, numSamples);
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vec3 halfVec = importanceSampleGGX(Xi, normal, roughness * roughness);
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vec3 lightVec = normalize(2.0 * dot(viewVec, halfVec) * halfVec - viewVec);
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float nDotL = max(dot(normal, lightVec), 0.0);
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if(nDotL > 0.0) {
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// sample from the environment's mip level based on roughness/pdf
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float D = trowbridgeReitz(normal, halfVec, roughness * roughness);
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float nDotH = max(dot(normal, halfVec), 0.0);
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float hDotV = max(dot(halfVec, viewVec), 0.0);
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float pdf = max(D * nDotH / (4.0 * hDotV), 0.0001);
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float saTexel = 4.0 * PI / (6.0 * resolution * resolution);
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float saSample = 1.0 / max(float(numSamples) * pdf, 0.0001);
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float mipLevel = (roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel));
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prefilteredColor += textureLod(environmentMap, lightVec, mipLevel).rgb * nDotL;
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totalWeight += nDotL;
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}
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}
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prefilteredColor /= totalWeight;
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FragColor = vec4(prefilteredColor, 1.0);
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}
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