Specular BDRF
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								Shaders/BRDFIntegration.fs
									
									
									
									
									
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								Shaders/BRDFIntegration.fs
									
									
									
									
									
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							@ -0,0 +1,111 @@
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#version 460 core
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out vec2 FragColor;
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in vec2 TexCoords;
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const float PI = 3.14159265359;
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// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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// efficient VanDerCorpus calculation.
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float RadicalInverse_VdC(uint bits) 
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{
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     bits = (bits << 16u) | (bits >> 16u);
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     bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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     bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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     bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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     bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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     return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N)
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{
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	return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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}
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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    float a = roughness;
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    float k = (a * a) / 2.0;
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    float nom   = NdotV;
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    float denom = NdotV * (1.0 - k) + k;
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    return nom / denom;
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}
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness){
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    float a = roughness*roughness;
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    float phi = 2.0 * PI * Xi.x;
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    float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
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    float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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    // Spherical to cartesian
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    vec3 H;
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    H.x = cos(phi) * sinTheta;
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    H.y = sin(phi) * sinTheta;
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    H.z = cosTheta;
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    // tangent space to world sample vector
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    vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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    vec3 tangent = normalize(cross(up,N));
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    vec3 bitangent = cross(N, tangent);
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    vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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    return normalize(sampleVec);
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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    float NdotV = max(dot(N, V), 0.0);
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    float NdotL = max(dot(N, L), 0.0);
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    float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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    float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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    return ggx1 * ggx2;
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}  
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vec2 IntegrateBRDF (float NdotV, float roughness){
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    vec3 V;
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    V.x = sqrt(1.0 - NdotV * NdotV);
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    V.y = 0.0;
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    V.z = NdotV;
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    float A = 0.0;
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    float B = 0.0;
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    vec3 N = vec3(0.0,0.0,1.0);
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    const uint SAMPLE_COUNT = 1024u;
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    for(uint i = 0u; i < SAMPLE_COUNT; ++i){
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       vec2 Xi = Hammersley(i, SAMPLE_COUNT);
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        vec3 H  = ImportanceSampleGGX(Xi, N, roughness);
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        vec3 L  = normalize(2.0 * dot(V, H) * H - V);
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        float NdotL = max(L.z, 0.0);
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        float NdotH = max(H.z, 0.0);
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        float VdotH = max(dot(V, H), 0.0);
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        if(NdotL > 0.0)
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        {
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            float G = GeometrySmith(N, V, L, roughness);
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            float G_Vis = (G * VdotH) / (NdotH * NdotV);
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            float Fc = pow(1.0 - VdotH, 5.0);
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            A += (1.0 - Fc) * G_Vis;
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            B += Fc * G_Vis;
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        }
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    }
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    A /= float(SAMPLE_COUNT);
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    B /= float(SAMPLE_COUNT);
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    return vec2(A, B);
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}
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void main() 
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{
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    vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
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    FragColor = integratedBRDF;
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}
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										10
									
								
								Shaders/BRDFIntegration.vs
									
									
									
									
									
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										10
									
								
								Shaders/BRDFIntegration.vs
									
									
									
									
									
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							@ -0,0 +1,10 @@
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#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main(){
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    TexCoords = aTexCoords;
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    gl_Position = vec4(aPos, 1.0);
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}
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@ -7,7 +7,6 @@ uniform samplerCube environmentMap;
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void main(){
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    vec3 envColor = texture(environmentMap, localPos).rgb;
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    envColor = envColor /(envColor + vec3(1.0));
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    envColor = pow(envColor, vec3(1.0/2.2));
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@ -12,9 +12,12 @@ 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 samplerCube irradianceMap;
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uniform samplerCube prefilterMap;
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uniform sampler2D brdfLUT;
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uniform vec3 lightPositions[4];
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uniform vec3 lightColors[4];
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@ -78,6 +81,8 @@ vec3 getNormalFromNormalMap(){
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    return normalize(TBN * tangentNormal);
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}
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void main(){
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    vec3 albedo = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2));
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@ -88,7 +93,9 @@ void main(){
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    vec3 N = getNormalFromNormalMap();
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    vec3 V = normalize(camPos - WorldPos);
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    vec3 R = reflect(-V, N);
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    vec3 F0 = vec3(0.04);
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    F0 = mix(F0, albedo, metallic);
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@ -128,7 +135,15 @@ void main(){
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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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    const float MAX_REFLECTION_LOD = 4.0;
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    vec3 prefilterColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
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    vec2 envBRDF = texture(brdfLUT, vec2(max(dot(N,V), 0.0), roughness)).rg;
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    vec3 specular = prefilterColor * (kS * envBRDF.x + envBRDF.y);
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    vec3 ambient = (kD * diffuse + specular) * ao;
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    vec3 color = ambient + Lo;
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    // HDR tonemapping
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										71
									
								
								Shaders/prefilter.fs
									
									
									
									
									
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								Shaders/prefilter.fs
									
									
									
									
									
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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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uniform float roughness;
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const float PI = 3.14159265359;
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness){
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    float a = roughness*roughness;
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    float phi = 2.0 * PI * Xi.x;
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    float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
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    float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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    // Spherical to cartesian
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    vec3 H;
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    H.x = cos(phi) * sinTheta;
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    H.y = sin(phi) * sinTheta;
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    H.z = cosTheta;
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    // tangent space to world sample vector
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    vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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    vec3 tangent = normalize(cross(up,N));
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    vec3 bitangent = cross(N, tangent);
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    vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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    return normalize(sampleVec);
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}
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// Generate Van Der Corput sequence
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float RadicalInverse_VdC(uint bits){
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    bits = (bits << 16u) | (bits >> 16u);
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    bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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    bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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    bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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    bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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    return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N){
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    return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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}
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void main(){
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    vec3 N = normalize(localPos);
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    vec3 R = N;
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    vec3 V = R;
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    const uint SAMPLE_COUNT = 1024u;
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    float totalWeight = 0.0;
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    vec3 prefilteredColor = vec3(0.0);
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    for(uint i = 0u; i < SAMPLE_COUNT; ++i)
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    {
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        vec2 Xi = Hammersley(i, SAMPLE_COUNT);
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        vec3 H = ImportanceSampleGGX(Xi, N, roughness);
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        vec3 L = normalize(2.0 * dot(V,H) * H - V );
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        float NdotL = max(dot(N, L), 0.0);
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        if(NdotL > 0.0){
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            prefilteredColor += texture(environmentMap, L).rgb * NdotL;
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            totalWeight += NdotL;
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        }
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    }
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    prefilteredColor = prefilteredColor / totalWeight;
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    FragColor = vec4(prefilteredColor, 1.0);
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}
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