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path: root/shaders/irradiance_map.frag
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precision highp float;

#define PI 3.1415926535897932384626433832795
#define EPS 0.001
#define NUM_SAMPLES_AZIMUTH 250
#define NUM_SAMPLES_ZENITH 50
#define MAX_AZIMUTH (2*PI)
#define MAX_ZENITH (PI/2.0)
#define AZIMUTH_DELTA (MAX_AZIMUTH / float(NUM_SAMPLES_AZIMUTH))
#define ZENITH_DELTA (MAX_ZENITH / float(NUM_SAMPLES_ZENITH))

uniform samplerCube Sky;

in vec3 Ray;

// DEBUG
// in vec2 Texcoord;

layout (location = 0) out vec4 Color;

void main()
{
  // Tangent space:
  //
  //        N
  //        |
  //        |
  //        |
  //        |_ _ _ _ _ B
  //       /
  //      /
  //     T
  vec3 N = normalize(Ray);
  vec3 B = (abs(N.x) - 1.0 <= EPS) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
  vec3 T = normalize(cross(B, N));
  B = normalize(cross(N, T));

  int num_samples = 0;
  vec3 irradiance = vec3(0.0);
  for (float theta = 0.0; theta < MAX_AZIMUTH; theta += AZIMUTH_DELTA) {
    for (float phi = 0.0; phi < MAX_ZENITH; phi += ZENITH_DELTA) {
      // Spherical to Cartesian.
      vec3 sample_tangent_space = vec3(
        sin(phi) * cos(theta),
        sin(phi) * sin(theta),
        cos(phi));
      // Tangent space to world space.
      vec3 sample_world_space =
        sample_tangent_space.x * B +
        sample_tangent_space.y * T +
        sample_tangent_space.z * N;

      irradiance += texture(Sky, sample_world_space).rgb * sin(phi) * cos(phi);
      num_samples += 1;
    }
  }
  irradiance = PI * irradiance / float(num_samples);

  // For debugging in trace.
  //irradiance = texture(Sky, Ray).rgb;
  // irradiance = vec3(Texcoord, 0.0);
  //irradiance = pow(irradiance, vec3(1.0/2.2));

  Color = vec4(irradiance, 1.0);
}