#version 460 core out vec4 FragColor; in vec3 localPos; uniform samplerCube environmentMap; uniform float roughness; const float PI = 3.14159265359; vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness){ float a = roughness*roughness; float phi = 2.0 * 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); // Spherical to cartesian vec3 H; H.x = cos(phi) * sinTheta; H.y = sin(phi) * sinTheta; H.z = cosTheta; // tangent space to world sample vector vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); vec3 tangent = normalize(cross(up,N)); vec3 bitangent = cross(N, tangent); vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z; return normalize(sampleVec); } // Generate Van Der Corput sequence float RadicalInverse_VdC(uint bits){ bits = (bits << 16u) | (bits >> 16u); bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); return float(bits) * 2.3283064365386963e-10; // / 0x100000000 } vec2 Hammersley(uint i, uint N){ return vec2(float(i)/float(N), RadicalInverse_VdC(i)); } void main(){ vec3 N = normalize(localPos); vec3 R = N; vec3 V = R; const uint SAMPLE_COUNT = 1024u; float totalWeight = 0.0; vec3 prefilteredColor = vec3(0.0); for(uint i = 0u; i < SAMPLE_COUNT; ++i) { vec2 Xi = Hammersley(i, SAMPLE_COUNT); vec3 H = ImportanceSampleGGX(Xi, N, roughness); vec3 L = normalize(2.0 * dot(V,H) * H - V ); float NdotL = max(dot(N, L), 0.0); if(NdotL > 0.0){ prefilteredColor += texture(environmentMap, L).rgb * NdotL; totalWeight += NdotL; } } prefilteredColor = prefilteredColor / totalWeight; FragColor = vec4(prefilteredColor, 1.0); }