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); }