From bd57f345ed9dbed1d81683e48199626de2ea9044 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 27 Jun 2025 10:18:39 -0700 Subject: Restructure project --- shaders/brdf_integration_map.frag | 93 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 93 insertions(+) create mode 100644 shaders/brdf_integration_map.frag (limited to 'shaders/brdf_integration_map.frag') diff --git a/shaders/brdf_integration_map.frag b/shaders/brdf_integration_map.frag new file mode 100644 index 0000000..bb2cebd --- /dev/null +++ b/shaders/brdf_integration_map.frag @@ -0,0 +1,93 @@ +precision highp float; + +#define PI 3.1415926535897932384626433832795 +#define NUM_SAMPLES 1024 + +in vec2 Texcoord; + +layout (location = 0) out vec2 Color; + +float radical_inverse_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), radical_inverse_VdC(i)); +} + +vec3 importance_sample_GGX(vec2 sample_box, vec3 N, float roughness) { + float r2 = roughness * roughness; + + // Spherical coordinates. + float phi = 2.0 * PI * sample_box.x; + float cos_theta = sqrt((1.0 - sample_box.y) / (1.0 + (r2*r2 - 1.0) * sample_box.y)); + float sin_theta = sqrt(1.0 - cos_theta * cos_theta); + + // Map spherical coordinates to Cartesian coordinates in tangent space. + vec3 H = vec3(cos(phi) * sin_theta, sin(phi) * sin_theta, cos_theta); + + // Map from tangent space to world space. + // + // Tangent space: + // + // N + // | + // | + // | + // |_ _ _ _ _ B + // / + // / + // T + vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 T = normalize(cross(up,N)); + vec3 B = cross(N,T); + vec3 H_ws = H.x*T + H.y*B + H.z*N; + return H_ws; +} + +float geometry_schlick_GGX(float k, float NdotV) { + return NdotV / (NdotV * (1.0 - k) + k); +} + +float geometry_smith(float roughness, float NdotL, float NdotV) { + float k = roughness * roughness / 2.0; // IBL + return geometry_schlick_GGX(k, NdotV) * geometry_schlick_GGX(k, NdotL); +} + +vec2 integrate_brdf(float NdotV, float roughness) +{ + vec3 V = vec3(sqrt(1.0 - NdotV * NdotV), 0.0, NdotV); + vec3 N = vec3(0.0, 0.0, 1.0); + + float scale = 0.0; + float bias = 0.0; + for (int i = 0; i < NUM_SAMPLES; ++i) { + vec2 sample_box = hammersley(i, NUM_SAMPLES); + vec3 H = importance_sample_GGX(sample_box, N, roughness); + vec3 L = reflect(-V,H); + float NdotL = max(0.0, L.z); + + if (NdotL > 0.0) { + float NdotH = max(0.0, H.z); + float VdotH = max(0.0, dot(V,H)); + float G = geometry_smith(roughness, NdotL, NdotV); + float G_vis = (G * VdotH) / (NdotH * NdotV); + float Fc = pow(1.0 - VdotH, 5.0); + scale += (1.0 - Fc) * G_vis; + bias += Fc * G_vis; + } + } + scale /= float(NUM_SAMPLES); + bias /= float(NUM_SAMPLES); + return vec2(scale, bias); +} + +void main() +{ + Color = integrate_brdf(Texcoord.x, Texcoord.y); +} -- cgit v1.2.3