Irradiance Map
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35
Shaders/irradienceconv.fs
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35
Shaders/irradienceconv.fs
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@ -0,0 +1,35 @@
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#version 460 core
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out vec4 FragColor;
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in vec3 localPos;
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uniform samplerCube environmentMap;
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const float PI = 3.14159265359;
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void main(){
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vec3 normal = normalize(localPos);
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vec3 irradiance = vec3(0.0);
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vec3 up = vec3(0.0, 1.0, 0.0);
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vec3 right = normalize(cross(up, normal));
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up = normalize(cross(normal, right));
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float sampleDelta = 0.025;
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float nrSamples = 0.0;
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for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta){
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for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta){
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// spherical to cartesian
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vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
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// tangent space to world
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vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * normal;
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irradiance += texture(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
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nrSamples++;
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}
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}
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irradiance = PI * irradiance * (1.0 / float(nrSamples));
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FragColor = vec4(irradiance,1.0);
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}
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@ -12,6 +12,8 @@ uniform sampler2D metallicMap;
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uniform sampler2D normalMap;
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uniform sampler2D roughnessMap;
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uniform sampler2D aoMap;
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uniform samplerCube irradianceMap;
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uniform vec3 lightPositions[4];
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uniform vec3 lightColors[4];
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@ -21,9 +23,9 @@ const float PI = 3.14159265359;
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// ratio Refraction vs Reflection (F function)
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vec3 fresnelSchlick (float cosTheta, vec3 F0)
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vec3 fresnelSchlick (float cosTheta, vec3 F0, float roughness)
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{
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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return F0 + (max(vec3(1.0- roughness), F0)- F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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// Calculate Normal distribution (D function)
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@ -102,7 +104,7 @@ void main(){
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float NDF = DistributionGGX(N,H, roughness);
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float G = GeometrySmith(N,V,L, roughness);
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vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
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vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0, roughness);
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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@ -118,8 +120,15 @@ void main(){
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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}
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// Calculate the ambient term and add it
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vec3 ambient = vec3(0.03) * albedo * ao;
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vec3 kS = fresnelSchlick(max(dot(N,V), 0.0), F0, roughness);
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vec3 kD = 1.0 - kS;
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kD *= 1.0 - metallic;
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vec3 irradiance = texture(irradianceMap, N).rgb;
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vec3 diffuse = irradiance* albedo;
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vec3 ambient = (kD * diffuse) * ao;
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vec3 color = ambient + Lo;
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// HDR tonemapping
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13
Shaders/skybox2.vs
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13
Shaders/skybox2.vs
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@ -0,0 +1,13 @@
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#version 460 core
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layout (location = 0) in vec3 aPos;
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out vec3 localPos;
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uniform mat4 projection;
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uniform mat4 view;
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void main()
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{
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localPos = aPos;
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gl_Position = projection * view * vec4(localPos ,1.0);
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}
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