1
+ #version 330 core
2
+ out vec2 FragColor;
3
+ in vec2 TexCoords;
4
+
5
+ uniform samplerCube environmentMap;
6
+ uniform float roughness;
7
+
8
+ const float PI = 3.14159265359 ;
9
+
10
+ float RadicalInverse_VdC(uint bits)
11
+ {
12
+ bits = (bits << 16u) | (bits >> 16u);
13
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
14
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
15
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
16
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
17
+ return float (bits) * 2.3283064365386963e-10 ; // / 0x100000000
18
+ }
19
+ // ----------------------------------------------------------------------------
20
+ vec2 Hammersley(uint i, uint N)
21
+ {
22
+ return vec2 (float (i)/ float (N), RadicalInverse_VdC(i));
23
+ }
24
+
25
+ vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
26
+ {
27
+ float a = roughness* roughness;
28
+
29
+ float phi = 2.0 * PI * Xi.x;
30
+ float cosTheta = sqrt ((1.0 - Xi.y) / (1.0 + (a* a - 1.0 ) * Xi.y));
31
+ float sinTheta = sqrt (1.0 - cosTheta* cosTheta);
32
+
33
+ // from spherical coordinates to cartesian coordinates
34
+ vec3 H;
35
+ H.x = cos (phi) * sinTheta;
36
+ H.y = sin (phi) * sinTheta;
37
+ H.z = cosTheta;
38
+
39
+ // from tangent-space vector to world-space sample vector
40
+ vec3 up = abs (N.z) < 0.999 ? vec3 (0.0 , 0.0 , 1.0 ) : vec3 (1.0 , 0.0 , 0.0 );
41
+ vec3 tangent = normalize (cross (up, N));
42
+ vec3 bitangent = cross (N, tangent);
43
+
44
+ vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
45
+ return normalize (sampleVec);
46
+ }
47
+
48
+ float GeometrySchlickGGX(float NdotV, float roughness)
49
+ {
50
+ float a = roughness;
51
+ float k = (a * a) / 2.0 ;
52
+
53
+ float nom = NdotV;
54
+ float denom = NdotV * (1.0 - k) + k;
55
+
56
+ return nom / denom;
57
+ }
58
+ // ----------------------------------------------------------------------------
59
+ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
60
+ {
61
+ float NdotV = max (dot (N, V), 0.0 );
62
+ float NdotL = max (dot (N, L), 0.0 );
63
+ float ggx2 = GeometrySchlickGGX(NdotV, roughness);
64
+ float ggx1 = GeometrySchlickGGX(NdotL, roughness);
65
+
66
+ return ggx1 * ggx2;
67
+ }
68
+
69
+ vec2 IntegrateBRDF(float NdotV, float roughness)
70
+ {
71
+ vec3 V;
72
+ V.x = sqrt (1.0 - NdotV* NdotV);
73
+ V.y = 0.0 ;
74
+ V.z = NdotV;
75
+
76
+ float A = 0.0 ;
77
+ float B = 0.0 ;
78
+
79
+ vec3 N = vec3 (0.0 , 0.0 , 1.0 );
80
+
81
+ const uint SAMPLE_COUNT = 1024u;
82
+ for (uint i = 0u; i < SAMPLE_COUNT; ++ i)
83
+ {
84
+ vec2 Xi = Hammersley(i, SAMPLE_COUNT);
85
+ vec3 H = ImportanceSampleGGX(Xi, N, roughness);
86
+ vec3 L = normalize (2.0 * dot (V, H) * H - V);
87
+
88
+ float NdotL = max (L.z, 0.0 );
89
+ float NdotH = max (H.z, 0.0 );
90
+ float VdotH = max (dot (V, H), 0.0 );
91
+
92
+ if (NdotL > 0.0 )
93
+ {
94
+ float G = GeometrySmith(N, V, L, roughness);
95
+ float G_Vis = (G * VdotH) / (NdotH * NdotV);
96
+ float Fc = pow (1.0 - VdotH, 5.0 );
97
+
98
+ A += (1.0 - Fc) * G_Vis;
99
+ B += Fc * G_Vis;
100
+ }
101
+ }
102
+ A /= float (SAMPLE_COUNT);
103
+ B /= float (SAMPLE_COUNT);
104
+ return vec2 (A, B);
105
+ }
106
+ // ----------------------------------------------------------------------------
107
+ void main()
108
+ {
109
+ vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
110
+ FragColor = integratedBRDF;
111
+ }
0 commit comments