//This file is automatically rebuilt by the Cesium build process. export default "varying vec2 v_textureCoordinates;\n\ const float M_PI = 3.141592653589793;\n\ \n\ float vdcRadicalInverse(int i)\n\ {\n\ float r;\n\ float base = 2.0;\n\ float value = 0.0;\n\ float invBase = 1.0 / base;\n\ float invBi = invBase;\n\ for (int x = 0; x < 100; x++)\n\ {\n\ if (i <= 0)\n\ {\n\ break;\n\ }\n\ r = mod(float(i), base);\n\ value += r * invBi;\n\ invBi *= invBase;\n\ i = int(float(i) * invBase);\n\ }\n\ return value;\n\ }\n\ \n\ vec2 hammersley2D(int i, int N)\n\ {\n\ return vec2(float(i) / float(N), vdcRadicalInverse(i));\n\ }\n\ \n\ vec3 importanceSampleGGX(vec2 xi, float roughness, vec3 N)\n\ {\n\ float a = roughness * roughness;\n\ float phi = 2.0 * M_PI * xi.x;\n\ float cosTheta = sqrt((1.0 - xi.y) / (1.0 + (a * a - 1.0) * xi.y));\n\ float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\ vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);\n\ vec3 upVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);\n\ vec3 tangentX = normalize(cross(upVector, N));\n\ vec3 tangentY = cross(N, tangentX);\n\ return tangentX * H.x + tangentY * H.y + N * H.z;\n\ }\n\ \n\ float G1_Smith(float NdotV, float k)\n\ {\n\ return NdotV / (NdotV * (1.0 - k) + k);\n\ }\n\ \n\ float G_Smith(float roughness, float NdotV, float NdotL)\n\ {\n\ float k = roughness * roughness / 2.0;\n\ return G1_Smith(NdotV, k) * G1_Smith(NdotL, k);\n\ }\n\ \n\ vec2 integrateBrdf(float roughness, float NdotV)\n\ {\n\ vec3 V = vec3(sqrt(1.0 - NdotV * NdotV), 0.0, NdotV);\n\ float A = 0.0;\n\ float B = 0.0;\n\ const int NumSamples = 1024;\n\ for (int i = 0; i < NumSamples; i++)\n\ {\n\ vec2 xi = hammersley2D(i, NumSamples);\n\ vec3 H = importanceSampleGGX(xi, roughness, vec3(0.0, 0.0, 1.0));\n\ vec3 L = 2.0 * dot(V, H) * H - V;\n\ float NdotL = clamp(L.z, 0.0, 1.0);\n\ float NdotH = clamp(H.z, 0.0, 1.0);\n\ float VdotH = clamp(dot(V, H), 0.0, 1.0);\n\ if (NdotL > 0.0)\n\ {\n\ float G = G_Smith(roughness, NdotV, NdotL);\n\ float G_Vis = G * VdotH / (NdotH * NdotV);\n\ float Fc = pow(1.0 - VdotH, 5.0);\n\ A += (1.0 - Fc) * G_Vis;\n\ B += Fc * G_Vis;\n\ }\n\ }\n\ return vec2(A, B) / float(NumSamples);\n\ }\n\ \n\ void main()\n\ {\n\ gl_FragColor = vec4(integrateBrdf(v_textureCoordinates.y, v_textureCoordinates.x), 0.0, 1.0);\n\ }\n\ ";