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