Irradiance Map

This commit is contained in:
2023-06-02 20:07:32 +02:00
parent 6fd22a85d8
commit ae516a8007
4 changed files with 106 additions and 9 deletions

35
Shaders/irradienceconv.fs Normal file
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@ -0,0 +1,35 @@
#version 460 core
out vec4 FragColor;
in vec3 localPos;
uniform samplerCube environmentMap;
const float PI = 3.14159265359;
void main(){
vec3 normal = normalize(localPos);
vec3 irradiance = vec3(0.0);
vec3 up = vec3(0.0, 1.0, 0.0);
vec3 right = normalize(cross(up, normal));
up = normalize(cross(normal, right));
float sampleDelta = 0.025;
float nrSamples = 0.0;
for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta){
for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta){
// spherical to cartesian
vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
// tangent space to world
vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * normal;
irradiance += texture(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
nrSamples++;
}
}
irradiance = PI * irradiance * (1.0 / float(nrSamples));
FragColor = vec4(irradiance,1.0);
}

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@ -12,6 +12,8 @@ uniform sampler2D metallicMap;
uniform sampler2D normalMap;
uniform sampler2D roughnessMap;
uniform sampler2D aoMap;
uniform samplerCube irradianceMap;
uniform vec3 lightPositions[4];
uniform vec3 lightColors[4];
@ -21,9 +23,9 @@ const float PI = 3.14159265359;
// ratio Refraction vs Reflection (F function)
vec3 fresnelSchlick (float cosTheta, vec3 F0)
vec3 fresnelSchlick (float cosTheta, vec3 F0, float roughness)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
return F0 + (max(vec3(1.0- roughness), F0)- F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
// Calculate Normal distribution (D function)
@ -102,7 +104,7 @@ void main(){
float NDF = DistributionGGX(N,H, roughness);
float G = GeometrySmith(N,V,L, roughness);
vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0, roughness);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
@ -118,8 +120,15 @@ void main(){
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
}
// Calculate the ambient term and add it
vec3 ambient = vec3(0.03) * albedo * ao;
vec3 kS = fresnelSchlick(max(dot(N,V), 0.0), F0, roughness);
vec3 kD = 1.0 - kS;
kD *= 1.0 - metallic;
vec3 irradiance = texture(irradianceMap, N).rgb;
vec3 diffuse = irradiance* albedo;
vec3 ambient = (kD * diffuse) * ao;
vec3 color = ambient + Lo;
// HDR tonemapping

13
Shaders/skybox2.vs Normal file
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@ -0,0 +1,13 @@
#version 460 core
layout (location = 0) in vec3 aPos;
out vec3 localPos;
uniform mat4 projection;
uniform mat4 view;
void main()
{
localPos = aPos;
gl_Position = projection * view * vec4(localPos ,1.0);
}