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84 lines
2.3 KiB
GLSL
84 lines
2.3 KiB
GLSL
varying vec2 v_textureCoordinates;
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const float M_PI = 3.141592653589793;
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float vdcRadicalInverse(int i)
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{
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float r;
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float base = 2.0;
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float value = 0.0;
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float invBase = 1.0 / base;
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float invBi = invBase;
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for (int x = 0; x < 100; x++)
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{
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if (i <= 0)
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{
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break;
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}
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r = mod(float(i), base);
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value += r * invBi;
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invBi *= invBase;
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i = int(float(i) * invBase);
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}
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return value;
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}
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vec2 hammersley2D(int i, int N)
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{
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return vec2(float(i) / float(N), vdcRadicalInverse(i));
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}
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vec3 importanceSampleGGX(vec2 xi, float roughness, vec3 N)
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{
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float a = roughness * roughness;
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float phi = 2.0 * M_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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vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
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vec3 upVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 tangentX = normalize(cross(upVector, N));
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vec3 tangentY = cross(N, tangentX);
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return tangentX * H.x + tangentY * H.y + N * H.z;
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}
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float G1_Smith(float NdotV, float k)
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{
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return NdotV / (NdotV * (1.0 - k) + k);
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}
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float G_Smith(float roughness, float NdotV, float NdotL)
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{
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float k = roughness * roughness / 2.0;
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return G1_Smith(NdotV, k) * G1_Smith(NdotL, k);
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}
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vec2 integrateBrdf(float roughness, float NdotV)
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{
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vec3 V = vec3(sqrt(1.0 - NdotV * NdotV), 0.0, NdotV);
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float A = 0.0;
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float B = 0.0;
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const int NumSamples = 1024;
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for (int i = 0; i < NumSamples; i++)
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{
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vec2 xi = hammersley2D(i, NumSamples);
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vec3 H = importanceSampleGGX(xi, roughness, vec3(0.0, 0.0, 1.0));
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vec3 L = 2.0 * dot(V, H) * H - V;
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float NdotL = clamp(L.z, 0.0, 1.0);
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float NdotH = clamp(H.z, 0.0, 1.0);
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float VdotH = clamp(dot(V, H), 0.0, 1.0);
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if (NdotL > 0.0)
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{
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float G = G_Smith(roughness, NdotV, NdotL);
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float G_Vis = G * VdotH / (NdotH * NdotV);
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float Fc = pow(1.0 - VdotH, 5.0);
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A += (1.0 - Fc) * G_Vis;
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B += Fc * G_Vis;
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}
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}
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return vec2(A, B) / float(NumSamples);
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}
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void main()
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{
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gl_FragColor = vec4(integrateBrdf(v_textureCoordinates.y, v_textureCoordinates.x), 0.0, 1.0);
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}
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