Files
Nuake/Data/Shaders/skybox.shader
2025-01-31 18:04:43 -05:00

102 lines
2.5 KiB
GLSL

#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;
}