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authorraysan5 <[email protected]>2020-03-24 12:39:05 +0100
committerraysan5 <[email protected]>2020-03-24 12:39:05 +0100
commit6bab884d1de8b1aadd89e79c26d6294eb22eaece (patch)
treed5e9d91ae0fc2d8c5cb41f7e3aecdd1cec6bd848 /examples/models/resources
parent4e6db307e42ce370dc32c568e05492e9fff35c24 (diff)
downloadraylib-6bab884d1de8b1aadd89e79c26d6294eb22eaece.tar.gz
raylib-6bab884d1de8b1aadd89e79c26d6294eb22eaece.zip
Added note on examples not supporting GLSL100
Diffstat (limited to 'examples/models/resources')
-rw-r--r--examples/models/resources/shaders/glsl100/brdf.fs133
-rw-r--r--examples/models/resources/shaders/glsl100/brdf.vs25
-rw-r--r--examples/models/resources/shaders/glsl100/irradiance.fs58
-rw-r--r--examples/models/resources/shaders/glsl100/pbr.fs298
-rw-r--r--examples/models/resources/shaders/glsl100/pbr.vs49
-rw-r--r--examples/models/resources/shaders/glsl100/prefilter.fs120
6 files changed, 0 insertions, 683 deletions
diff --git a/examples/models/resources/shaders/glsl100/brdf.fs b/examples/models/resources/shaders/glsl100/brdf.fs
deleted file mode 100644
index d04bc661..00000000
--- a/examples/models/resources/shaders/glsl100/brdf.fs
+++ /dev/null
@@ -1,133 +0,0 @@
-/*******************************************************************************************
-*
-* BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader
-*
-* REF: https://github.com/HectorMF/BRDFGenerator
-*
-* Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-
-
-// Input vertex attributes (from vertex shader)
-in vec2 fragTexCoord;
-
-// Constant values
-const float PI = 3.14159265359;
-const uint MAX_SAMPLES = 1024u;
-
-// Output fragment color
-out vec4 finalColor;
-
-vec2 Hammersley(uint i, uint N);
-float RadicalInverseVdC(uint bits);
-float GeometrySchlickGGX(float NdotV, float roughness);
-float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
-vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
-vec2 IntegrateBRDF(float NdotV, float roughness);
-
-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
-}
-
-// Compute Hammersley coordinates
-vec2 Hammersley(uint i, uint N)
-{
- return vec2(float(i)/float(N), RadicalInverseVdC(i));
-}
-
-// Integrate number of importance samples for (roughness and NoV)
-vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
-{
- float a = roughness*roughness;
- 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);
-
- // Transform from spherical coordinates to cartesian coordinates (halfway vector)
- vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
-
- // Transform from tangent space H vector to world space sample vector
- 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);
-}
-
-float GeometrySchlickGGX(float NdotV, float roughness)
-{
- // For IBL k is calculated different
- float k = (roughness*roughness)/2.0;
-
- float nom = NdotV;
- float denom = NdotV*(1.0 - k) + k;
-
- return nom/denom;
-}
-
-// Compute the geometry term for the BRDF given roughness squared, NoV, NoL
-float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
-{
- float NdotV = max(dot(N, V), 0.0);
- float NdotL = max(dot(N, L), 0.0);
- float ggx2 = GeometrySchlickGGX(NdotV, roughness);
- float ggx1 = GeometrySchlickGGX(NdotL, roughness);
-
- return ggx1*ggx2;
-}
-
-vec2 IntegrateBRDF(float NdotV, float roughness)
-{
- float A = 0.0;
- float B = 0.0;
- vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
- vec3 N = vec3(0.0, 0.0, 1.0);
-
- for (uint i = 0u; i < MAX_SAMPLES; i++)
- {
- // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
-
- vec2 Xi = Hammersley(i, MAX_SAMPLES); // Compute a Hammersely coordinate
- vec3 H = ImportanceSampleGGX(Xi, N, roughness); // Integrate number of importance samples for (roughness and NoV)
- vec3 L = normalize(2.0*dot(V, H)*H - V); // Compute reflection vector L
-
- float NdotL = max(L.z, 0.0); // Compute normal dot light
- float NdotH = max(H.z, 0.0); // Compute normal dot half
- float VdotH = max(dot(V, H), 0.0); // Compute view dot half
-
- if (NdotL > 0.0)
- {
- float G = GeometrySmith(N, V, L, roughness); // Compute the geometry term for the BRDF given roughness squared, NoV, NoL
- float GVis = (G*VdotH)/(NdotH*NdotV); // Compute the visibility term given G, VoH, NoH, NoV, NoL
- float Fc = pow(1.0 - VdotH, 5.0); // Compute the fresnel term given VoH
-
- A += (1.0 - Fc)*GVis; // Sum the result given fresnel, geometry, visibility
- B += Fc*GVis;
- }
- }
-
- // Calculate brdf average sample
- A /= float(MAX_SAMPLES);
- B /= float(MAX_SAMPLES);
-
- return vec2(A, B);
-}
-
-void main()
-{
- // Calculate brdf based on texture coordinates
- vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y);
-
- // Calculate final fragment color
- finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0);
-}
diff --git a/examples/models/resources/shaders/glsl100/brdf.vs b/examples/models/resources/shaders/glsl100/brdf.vs
deleted file mode 100644
index 06384673..00000000
--- a/examples/models/resources/shaders/glsl100/brdf.vs
+++ /dev/null
@@ -1,25 +0,0 @@
-/*******************************************************************************************
-*
-* rPBR [shader] - Bidirectional reflectance distribution function vertex shader
-*
-* Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-
-void main()
-{
- // Calculate fragment position based on model transformations
- fragTexCoord = vertexTexCoord;
-
- // Calculate final vertex position
- gl_Position = vec4(vertexPosition, 1.0);
-} \ No newline at end of file
diff --git a/examples/models/resources/shaders/glsl100/irradiance.fs b/examples/models/resources/shaders/glsl100/irradiance.fs
deleted file mode 100644
index b42d2143..00000000
--- a/examples/models/resources/shaders/glsl100/irradiance.fs
+++ /dev/null
@@ -1,58 +0,0 @@
-/*******************************************************************************************
-*
-* rPBR [shader] - Irradiance cubemap fragment shader
-*
-* Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-
-// Input vertex attributes (from vertex shader)
-in vec3 fragPosition;
-
-// Input uniform values
-uniform samplerCube environmentMap;
-
-// Constant values
-const float PI = 3.14159265359f;
-
-// Output fragment color
-out vec4 finalColor;
-
-void main()
-{
- // The sample direction equals the hemisphere's orientation
- vec3 normal = normalize(fragPosition);
-
- vec3 irradiance = vec3(0.0);
-
- vec3 up = vec3(0.0, 1.0, 0.0);
- vec3 right = cross(up, normal);
- up = cross(normal, right);
-
- float sampleDelta = 0.025f;
- float nrSamples = 0.0f;
-
- for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta)
- {
- for (float theta = 0.0; theta < 0.5*PI; theta += sampleDelta)
- {
- // Spherical to cartesian (in tangent space)
- vec3 tangentSample = vec3(sin(theta)*cos(phi), sin(theta)*sin(phi), cos(theta));
-
- // tangent space to world
- vec3 sampleVec = tangentSample.x*right + tangentSample.y*up + tangentSample.z*normal;
-
- // Fetch color from environment cubemap
- irradiance += texture(environmentMap, sampleVec).rgb*cos(theta)*sin(theta);
- nrSamples++;
- }
- }
-
- // Calculate irradiance average value from samples
- irradiance = PI*irradiance*(1.0/float(nrSamples));
-
- // Calculate final fragment color
- finalColor = vec4(irradiance, 1.0);
-}
diff --git a/examples/models/resources/shaders/glsl100/pbr.fs b/examples/models/resources/shaders/glsl100/pbr.fs
deleted file mode 100644
index 38d56c5d..00000000
--- a/examples/models/resources/shaders/glsl100/pbr.fs
+++ /dev/null
@@ -1,298 +0,0 @@
-/*******************************************************************************************
-*
-* rPBR [shader] - Physically based rendering fragment shader
-*
-* Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-
-#define MAX_REFLECTION_LOD 4.0
-#define MAX_DEPTH_LAYER 20
-#define MIN_DEPTH_LAYER 10
-
-#define MAX_LIGHTS 4
-#define LIGHT_DIRECTIONAL 0
-#define LIGHT_POINT 1
-
-struct MaterialProperty {
- vec3 color;
- int useSampler;
- sampler2D sampler;
-};
-
-struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 target;
- vec4 color;
-};
-
-// Input vertex attributes (from vertex shader)
-in vec3 fragPosition;
-in vec2 fragTexCoord;
-in vec3 fragNormal;
-in vec3 fragTangent;
-in vec3 fragBinormal;
-
-// Input material values
-uniform MaterialProperty albedo;
-uniform MaterialProperty normals;
-uniform MaterialProperty metalness;
-uniform MaterialProperty roughness;
-uniform MaterialProperty occlusion;
-uniform MaterialProperty emission;
-uniform MaterialProperty height;
-
-// Input uniform values
-uniform samplerCube irradianceMap;
-uniform samplerCube prefilterMap;
-uniform sampler2D brdfLUT;
-
-// Input lighting values
-uniform Light lights[MAX_LIGHTS];
-
-// Other uniform values
-uniform int renderMode;
-uniform vec3 viewPos;
-vec2 texCoord;
-
-// Constant values
-const float PI = 3.14159265359;
-
-// Output fragment color
-out vec4 finalColor;
-
-vec3 ComputeMaterialProperty(MaterialProperty property);
-float DistributionGGX(vec3 N, vec3 H, float roughness);
-float GeometrySchlickGGX(float NdotV, float roughness);
-float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
-vec3 fresnelSchlick(float cosTheta, vec3 F0);
-vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
-vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir);
-
-vec3 ComputeMaterialProperty(MaterialProperty property)
-{
- vec3 result = vec3(0.0, 0.0, 0.0);
-
- if (property.useSampler == 1) result = texture(property.sampler, texCoord).rgb;
- else result = property.color;
-
- return result;
-}
-
-float DistributionGGX(vec3 N, vec3 H, float roughness)
-{
- float a = roughness*roughness;
- float a2 = a*a;
- float NdotH = max(dot(N, H), 0.0);
- float NdotH2 = NdotH*NdotH;
-
- float nom = a2;
- float denom = (NdotH2*(a2 - 1.0) + 1.0);
- denom = PI*denom*denom;
-
- return nom/denom;
-}
-
-float GeometrySchlickGGX(float NdotV, float roughness)
-{
- float r = (roughness + 1.0);
- float k = r*r/8.0;
-
- float nom = NdotV;
- float denom = NdotV*(1.0 - k) + k;
-
- return nom/denom;
-}
-float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
-{
- float NdotV = max(dot(N, V), 0.0);
- float NdotL = max(dot(N, L), 0.0);
- float ggx2 = GeometrySchlickGGX(NdotV, roughness);
- float ggx1 = GeometrySchlickGGX(NdotL, roughness);
-
- return ggx1*ggx2;
-}
-
-vec3 fresnelSchlick(float cosTheta, vec3 F0)
-{
- return F0 + (1.0 - F0)*pow(1.0 - cosTheta, 5.0);
-}
-
-vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
-{
- return F0 + (max(vec3(1.0 - roughness), F0) - F0)*pow(1.0 - cosTheta, 5.0);
-}
-
-vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
-{
- // Calculate the number of depth layers and calculate the size of each layer
- float numLayers = mix(MAX_DEPTH_LAYER, MIN_DEPTH_LAYER, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
- float layerDepth = 1.0/numLayers;
-
- // Calculate depth of current layer
- float currentLayerDepth = 0.0;
-
- // Calculate the amount to shift the texture coordinates per layer (from vector P)
- // Note: height amount is stored in height material attribute color R channel (sampler use is independent)
- vec2 P = viewDir.xy*height.color.r;
- vec2 deltaTexCoords = P/numLayers;
-
- // Store initial texture coordinates and depth values
- vec2 currentTexCoords = texCoords;
- float currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
-
- while (currentLayerDepth < currentDepthMapValue)
- {
- // Shift texture coordinates along direction of P
- currentTexCoords -= deltaTexCoords;
-
- // Get depth map value at current texture coordinates
- currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
-
- // Get depth of next layer
- currentLayerDepth += layerDepth;
- }
-
- // Get texture coordinates before collision (reverse operations)
- vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
-
- // Get depth after and before collision for linear interpolation
- float afterDepth = currentDepthMapValue - currentLayerDepth;
- float beforeDepth = texture(height.sampler, prevTexCoords).r - currentLayerDepth + layerDepth;
-
- // Interpolation of texture coordinates
- float weight = afterDepth/(afterDepth - beforeDepth);
- vec2 finalTexCoords = prevTexCoords*weight + currentTexCoords*(1.0 - weight);
-
- return finalTexCoords;
-}
-
-void main()
-{
- // Calculate TBN and RM matrices
- mat3 TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
-
- // Calculate lighting required attributes
- vec3 normal = normalize(fragNormal);
- vec3 view = normalize(viewPos - fragPosition);
- vec3 refl = reflect(-view, normal);
-
- // Check if parallax mapping is enabled and calculate texture coordinates to use based on height map
- // NOTE: remember that 'texCoord' variable must be assigned before calling any ComputeMaterialProperty() function
- if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view);
- else texCoord = fragTexCoord; // Use default texture coordinates
-
- // Fetch material values from texture sampler or color attributes
- vec3 color = ComputeMaterialProperty(albedo);
- vec3 metal = ComputeMaterialProperty(metalness);
- vec3 rough = ComputeMaterialProperty(roughness);
- vec3 emiss = ComputeMaterialProperty(emission);
- vec3 ao = ComputeMaterialProperty(occlusion);
-
- // Check if normal mapping is enabled
- if (normals.useSampler == 1)
- {
- // Fetch normal map color and transform lighting values to tangent space
- normal = ComputeMaterialProperty(normals);
- normal = normalize(normal*2.0 - 1.0);
- normal = normalize(normal*TBN);
-
- // Convert tangent space normal to world space due to cubemap reflection calculations
- refl = normalize(reflect(-view, normal));
- }
-
- // Calculate reflectance at normal incidence
- vec3 F0 = vec3(0.04);
- F0 = mix(F0, color, metal.r);
-
- // Calculate lighting for all lights
- vec3 Lo = vec3(0.0);
- vec3 lightDot = vec3(0.0);
-
- for (int i = 0; i < MAX_LIGHTS; i++)
- {
- if (lights[i].enabled == 1)
- {
- // Calculate per-light radiance
- vec3 light = vec3(0.0);
- vec3 radiance = lights[i].color.rgb;
- if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
- else if (lights[i].type == LIGHT_POINT)
- {
- light = normalize(lights[i].position - fragPosition);
- float distance = length(lights[i].position - fragPosition);
- float attenuation = 1.0/(distance*distance);
- radiance *= attenuation;
- }
-
- // Cook-torrance BRDF
- vec3 high = normalize(view + light);
- float NDF = DistributionGGX(normal, high, rough.r);
- float G = GeometrySmith(normal, view, light, rough.r);
- vec3 F = fresnelSchlick(max(dot(high, view), 0.0), F0);
- vec3 nominator = NDF*G*F;
- float denominator = 4*max(dot(normal, view), 0.0)*max(dot(normal, light), 0.0) + 0.001;
- vec3 brdf = nominator/denominator;
-
- // Store to kS the fresnel value and calculate energy conservation
- vec3 kS = F;
- vec3 kD = vec3(1.0) - kS;
-
- // Multiply kD by the inverse metalness such that only non-metals have diffuse lighting
- kD *= 1.0 - metal.r;
-
- // Scale light by dot product between normal and light direction
- float NdotL = max(dot(normal, light), 0.0);
-
- // Add to outgoing radiance Lo
- // Note: BRDF is already multiplied by the Fresnel so it doesn't need to be multiplied again
- Lo += (kD*color/PI + brdf)*radiance*NdotL*lights[i].color.a;
- lightDot += radiance*NdotL + brdf*lights[i].color.a;
- }
- }
-
- // Calculate ambient lighting using IBL
- vec3 F = fresnelSchlickRoughness(max(dot(normal, view), 0.0), F0, rough.r);
- vec3 kS = F;
- vec3 kD = 1.0 - kS;
- kD *= 1.0 - metal.r;
-
- // Calculate indirect diffuse
- vec3 irradiance = texture(irradianceMap, fragNormal).rgb;
- vec3 diffuse = color*irradiance;
-
- // Sample both the prefilter map and the BRDF lut and combine them together as per the Split-Sum approximation
- vec3 prefilterColor = textureLod(prefilterMap, refl, rough.r*MAX_REFLECTION_LOD).rgb;
- vec2 brdf = texture(brdfLUT, vec2(max(dot(normal, view), 0.0), rough.r)).rg;
- vec3 reflection = prefilterColor*(F*brdf.x + brdf.y);
-
- // Calculate final lighting
- vec3 ambient = (kD*diffuse + reflection)*ao;
-
- // Calculate fragment color based on render mode
- vec3 fragmentColor = ambient + Lo + emiss; // Physically Based Rendering
-
- if (renderMode == 1) fragmentColor = color; // Albedo
- else if (renderMode == 2) fragmentColor = normal; // Normals
- else if (renderMode == 3) fragmentColor = metal; // Metalness
- else if (renderMode == 4) fragmentColor = rough; // Roughness
- else if (renderMode == 5) fragmentColor = ao; // Ambient Occlusion
- else if (renderMode == 6) fragmentColor = emiss; // Emission
- else if (renderMode == 7) fragmentColor = lightDot; // Lighting
- else if (renderMode == 8) fragmentColor = kS; // Fresnel
- else if (renderMode == 9) fragmentColor = irradiance; // Irradiance
- else if (renderMode == 10) fragmentColor = reflection; // Reflection
-
- // Apply HDR tonemapping
- fragmentColor = fragmentColor/(fragmentColor + vec3(1.0));
-
- // Apply gamma correction
- fragmentColor = pow(fragmentColor, vec3(1.0/2.2));
-
- // Calculate final fragment color
- finalColor = vec4(fragmentColor, 1.0);
-}
diff --git a/examples/models/resources/shaders/glsl100/pbr.vs b/examples/models/resources/shaders/glsl100/pbr.vs
deleted file mode 100644
index 8bd3faa1..00000000
--- a/examples/models/resources/shaders/glsl100/pbr.vs
+++ /dev/null
@@ -1,49 +0,0 @@
-/*******************************************************************************************
-*
-* rPBR [shader] - Physically based rendering vertex shader
-*
-* Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-in vec4 vertexTangent;
-
-// Input uniform values
-uniform mat4 mvp;
-uniform mat4 matModel;
-
-// Output vertex attributes (to fragment shader)
-out vec3 fragPosition;
-out vec2 fragTexCoord;
-out vec3 fragNormal;
-out vec3 fragTangent;
-out vec3 fragBinormal;
-
-void main()
-{
- // Calculate binormal from vertex normal and tangent
- vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
-
- // Calculate fragment normal based on normal transformations
- mat3 normalMatrix = transpose(inverse(mat3(matModel)));
-
- // Calculate fragment position based on model transformations
- fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
-
- // Send vertex attributes to fragment shader
- fragTexCoord = vertexTexCoord;
- fragNormal = normalize(normalMatrix*vertexNormal);
- fragTangent = normalize(normalMatrix*vec3(vertexTangent));
- fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
- fragBinormal = normalize(normalMatrix*vertexBinormal);
- fragBinormal = cross(fragNormal, fragTangent);
-
- // Calculate final vertex position
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-} \ No newline at end of file
diff --git a/examples/models/resources/shaders/glsl100/prefilter.fs b/examples/models/resources/shaders/glsl100/prefilter.fs
deleted file mode 100644
index 9439810d..00000000
--- a/examples/models/resources/shaders/glsl100/prefilter.fs
+++ /dev/null
@@ -1,120 +0,0 @@
-/*******************************************************************************************
-*
-* rPBR [shader] - Prefiltered environment for reflections fragment shader
-*
-* Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-#define MAX_SAMPLES 1024u
-#define CUBEMAP_RESOLUTION 1024.0
-
-// Input vertex attributes (from vertex shader)
-in vec3 fragPosition;
-
-// Input uniform values
-uniform samplerCube environmentMap;
-uniform float roughness;
-
-// Constant values
-const float PI = 3.14159265359f;
-
-// Output fragment color
-out vec4 finalColor;
-
-float DistributionGGX(vec3 N, vec3 H, float roughness);
-float RadicalInverse_VdC(uint bits);
-vec2 Hammersley(uint i, uint N);
-vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
-
-float DistributionGGX(vec3 N, vec3 H, float roughness)
-{
- float a = roughness*roughness;
- float a2 = a*a;
- float NdotH = max(dot(N, H), 0.0);
- float NdotH2 = NdotH*NdotH;
-
- float nom = a2;
- float denom = (NdotH2*(a2 - 1.0) + 1.0);
- denom = PI*denom*denom;
-
- return nom/denom;
-}
-
-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 roughness)
-{
- float a = roughness*roughness;
- 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);
-
- // Transform from spherical coordinates to cartesian coordinates (halfway vector)
- vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
-
- // Transform from tangent space H vector to world space sample vector
- 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()
-{
- // Make the simplyfying assumption that V equals R equals the normal
- vec3 N = normalize(fragPosition);
- vec3 R = N;
- vec3 V = R;
-
- vec3 prefilteredColor = vec3(0.0);
- float totalWeight = 0.0;
-
- for (uint i = 0u; i < MAX_SAMPLES; i++)
- {
- // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
- vec2 Xi = Hammersley(i, MAX_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)
- {
- // Sample from the environment's mip level based on roughness/pdf
- float D = DistributionGGX(N, H, roughness);
- float NdotH = max(dot(N, H), 0.0);
- float HdotV = max(dot(H, V), 0.0);
- float pdf = D*NdotH/(4.0*HdotV) + 0.0001;
-
- float resolution = CUBEMAP_RESOLUTION;
- float saTexel = 4.0*PI/(6.0*resolution*resolution);
- float saSample = 1.0/(float(MAX_SAMPLES)*pdf + 0.0001);
- float mipLevel = ((roughness == 0.0) ? 0.0 : 0.5*log2(saSample/saTexel));
-
- prefilteredColor += textureLod(environmentMap, L, mipLevel).rgb*NdotL;
- totalWeight += NdotL;
- }
- }
-
- // Calculate prefilter average color
- prefilteredColor = prefilteredColor/totalWeight;
-
- // Calculate final fragment color
- finalColor = vec4(prefilteredColor, 1.0);
-}