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- //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\
- ";
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