precision highp float; #define PI 3.1415926535897932384626433832795 #define NUM_SAMPLES 4096 uniform samplerCube Sky; uniform float Roughness; in vec3 Ray; layout (location = 0) out vec4 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; } void main() { vec3 N = normalize(Ray); vec3 R = N; vec3 V = R; vec3 irradiance = vec3(0.0); float total_weight = 0.0; for (uint 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(dot(N,L), 0.0); if (NdotL > 0.0) { irradiance += texture(Sky, H).rgb * NdotL; total_weight += NdotL; } } irradiance /= total_weight; Color = vec4(irradiance, 1.0); }