Merge branch 'develop' of https://github.com/antopilo/Nuake into develop
# Conflicts: # Nuake/src/Resource/StaticResources.cpp
This commit is contained in:
@@ -96,87 +96,6 @@ vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
|
||||
|
||||
void main()
|
||||
{
|
||||
if (prefilter == 1) {
|
||||
vec3 N = normalize(LocalPos);
|
||||
vec3 R = N;
|
||||
vec3 V = R;
|
||||
|
||||
const uint SAMPLE_COUNT = 2048;
|
||||
float totalWeight = 0.0;
|
||||
vec3 prefilteredColor = vec3(0.0);
|
||||
for (uint i = 0u; i < SAMPLE_COUNT; ++i)
|
||||
{
|
||||
vec2 Xi = Hammersley(i, SAMPLE_COUNT);
|
||||
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 = 1024.0; // resolution of source cubemap (per face)
|
||||
float saTexel = 4.0 * PI / (6.0 * resolution * resolution);
|
||||
float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001);
|
||||
|
||||
float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
|
||||
|
||||
prefilteredColor += textureLod(skybox, L, mipLevel).rgb * NdotL;
|
||||
totalWeight += NdotL;
|
||||
}
|
||||
}
|
||||
prefilteredColor = prefilteredColor / totalWeight;
|
||||
|
||||
FragColor = vec4(prefilteredColor, 1.0);
|
||||
}
|
||||
else if (convulate == 1) {
|
||||
// The world vector acts as the normal of a tangent surface
|
||||
// from the origin, aligned to WorldPos. Given this normal, calculate all
|
||||
// incoming radiance of the environment. The result of this radiance
|
||||
// is the radiance of light coming from -Normal direction, which is what
|
||||
// we use in the PBR shader to sample irradiance.
|
||||
vec3 N = normalize(LocalPos);
|
||||
|
||||
vec3 irradiance = vec3(0.0);
|
||||
|
||||
// tangent space calculation from origin point
|
||||
vec3 up = vec3(0.0, 1.0, 0.0);
|
||||
vec3 right = cross(up, N);
|
||||
up = cross(N, right);
|
||||
|
||||
float sampleDelta = 0.025;
|
||||
float nrSamples = 0.0;
|
||||
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 * N;
|
||||
|
||||
irradiance += texture(skybox, sampleVec).rgb * cos(theta) * sin(theta);
|
||||
nrSamples++;
|
||||
}
|
||||
}
|
||||
irradiance = PI * irradiance * (1.0 / float(nrSamples));
|
||||
|
||||
FragColor = vec4(irradiance, 1.0);
|
||||
}
|
||||
else {
|
||||
if (isHDR == 1) {
|
||||
vec2 uv = SampleSphericalMap(normalize(LocalPos)); // make sure to normalize localPos
|
||||
vec3 color = texture(equirectangularMap, uv).rgb;
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
||||
else {
|
||||
vec4 sky = textureLod(skybox, LocalPos, 1.2); //texture(skybox, TexCoords);
|
||||
FragColor = sky;
|
||||
}
|
||||
}
|
||||
vec4 sky = texture(skybox, normalize(TexCoords));
|
||||
FragColor = sky;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user