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-rw-r--r--pbr/ibl_specular/brdf.frag98
1 files changed, 98 insertions, 0 deletions
diff --git a/pbr/ibl_specular/brdf.frag b/pbr/ibl_specular/brdf.frag
new file mode 100644
index 0000000..6e7cf5b
--- /dev/null
+++ b/pbr/ibl_specular/brdf.frag
@@ -0,0 +1,98 @@
+#version 330 core
+
+in vert_t {
+ vec2 tex_coords;
+} vert;
+
+out vec2 frag_color;
+
+const float PI = 3.14159265359;
+
+float radical_inverse_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), radical_inverse_vdc(i));
+}
+
+vec3 importance_sample_ggx(vec2 xi, vec3 n, float roughness)
+{
+ float a = roughness * roughness;
+
+ float phi = 2.0 * PI * xi.x;
+ float cos_theta = sqrt((1.0 - xi.y) / (1.0 + (a * a - 1.0) * xi.y));
+ float sin_theta = sqrt(1.0 - cos_theta * cos_theta);
+
+ vec3 h;
+ h.x = cos(phi) * sin_theta;
+ h.y = sin(phi) * sin_theta;
+ h.z = cos_theta;
+
+ 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);
+}
+
+float geometry_schlick_ggx(float ndotv, float roughness)
+{
+ float a = roughness;
+ float k = (a * a) / 2.0;
+ float nom = ndotv;
+ float denom = ndotv * (1.0 - k) + k;
+ return nom / denom;
+}
+
+float geometry_smith(vec3 n, vec3 v, vec3 l, float roughness)
+{
+ float ndotv = max(dot(n, v), 0.0);
+ float ndotl = max(dot(n, l), 0.0);
+ float ggx1 = geometry_schlick_ggx(ndotl, roughness);
+ float ggx2 = geometry_schlick_ggx(ndotv, roughness);
+ return ggx1 * ggx2;
+}
+
+vec2 integrate_brdf(float ndotv, float roughness)
+{
+ vec3 v;
+ v.x = sqrt(1.0 - ndotv * ndotv);
+ v.y = 0.0;
+ v.z = ndotv;
+ float a = 0.0;
+ float b = 0.0;
+ vec3 n = vec3(0.0, 0.0, 1.0);
+ uint sample_count = 1024u;
+ for (uint i = 0u; i < sample_count; i++) {
+ vec2 xi = hammersley(i, sample_count);
+ vec3 h = importance_sample_ggx(xi, n, roughness);
+ vec3 l = normalize(2.0 * dot(v, h) * h - v);
+ float ndotl = max(l.z, 0.0);
+ float ndoth = max(h.z, 0.0);
+ float vdoth = max(dot(v, h), 0.0);
+ if (ndotl > 0.0) {
+ float g = geometry_smith(n, v, l, roughness);
+ float g_vis = (g * vdoth) / (ndoth * ndotv);
+ float fc = pow(1.0 - vdoth, 5.0);
+ a += (1.0 - fc) * g_vis;
+ b += fc * g_vis;
+ }
+ }
+ a /= float(sample_count);
+ b /= float(sample_count);
+ return vec2(a, b);
+}
+
+void main()
+{
+ frag_color = integrate_brdf(vert.tex_coords.x, vert.tex_coords.y);
+}