LearnOpenGL/Shaders/irradienceconv.fs
2023-06-02 20:07:32 +02:00

35 lines
1.0 KiB
GLSL

#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);
}