64 lines
1.3 KiB
GLSL
64 lines
1.3 KiB
GLSL
/* clang-format off */
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#[vertex]
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#version 450
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#VERSION_DEFINES
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#include "cubemap_roughness_inc.glsl"
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layout(location = 0) out vec2 uv_interp;
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/* clang-format on */
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void main() {
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vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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uv_interp = base_arr[gl_VertexIndex];
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gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
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}
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/* clang-format off */
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#[fragment]
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#version 450
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#VERSION_DEFINES
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#include "cubemap_roughness_inc.glsl"
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layout(location = 0) in vec2 uv_interp;
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layout(set = 0, binding = 0) uniform samplerCube source_cube;
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layout(location = 0) out vec4 frag_color;
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/* clang-format on */
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void main() {
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vec3 N = texelCoordToVec(uv_interp * 2.0 - 1.0, params.face_id);
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//vec4 color = color_interp;
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if (params.use_direct_write) {
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frag_color = vec4(texture(source_cube, N).rgb, 1.0);
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} else {
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
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vec2 xi = Hammersley(sampleNum, params.sample_count);
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vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
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vec3 V = N;
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vec3 L = (2.0 * dot(V, H) * H - V);
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float ndotl = clamp(dot(N, L), 0.0, 1.0);
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if (ndotl > 0.0) {
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sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
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sum.a += ndotl;
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}
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}
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sum /= sum.a;
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frag_color = vec4(sum.rgb, 1.0);
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}
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}
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