#shader vertex #version 460 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 460 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() { 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; } } }