#shader vertex #version 440 core layout(location = 0) in vec3 vertexPosition; out vec3 TexCoords; out vec3 LocalPos; uniform mat4 projection; uniform mat4 view; void main() { TexCoords = vertexPosition; LocalPos = vertexPosition; gl_Position = projection * mat4(mat3(view)) * vec4(vertexPosition, 1.0); } #shader fragment #version 440 core out vec4 FragColor; in vec3 TexCoords; in vec3 LocalPos; uniform int isProcedural; uniform int isHDR; uniform int convulate; uniform sampler2D equirectangularMap; uniform samplerCube skybox; uniform float roughness; uniform int prefilter; const float PI = 3.14159265359; const vec2 invAtan = vec2(0.1591, 0.3183); vec2 SampleSphericalMap(vec3 v) { vec2 uv = vec2(atan(v.z, v.x), asin(v.y)); uv *= invAtan; uv += 0.5; return uv; } 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); // from spherical coordinates to cartesian coordinates vec3 H; H.x = cos(phi) * sinTheta; H.y = sin(phi) * sinTheta; H.z = cosTheta; // from tangent-space 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() { vec4 sky = texture(skybox, normalize(TexCoords)); FragColor = sky; }