#version 330 core in vert_t { vec3 position; } vert; out vec4 frag_color; uniform samplerCube cubemap; uniform float roughness; const float PI = 3.14159265359; float distribution_ggx(vec3 n, vec3 h, float roughness) { float a = roughness * roughness; float a2 = a * a; float ndoth = max(dot(n, h), 0.0); float ndoth2 = ndoth * ndoth; float nom = a2; float denom = (ndoth2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return nom / denom; } 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); } void main(void) { vec3 n = normalize(vert.position); vec3 r = n; vec3 v = r; uint count = 1024u; float total = 0.0; vec3 prefiltered = vec3(0.0); for (uint i = 0u; i < count; i++) { vec2 xi = hammersley(i, count); vec3 h = importance_sample_ggx(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) { float d = distribution_ggx(n, h, roughness); float ndoth = max(dot(n, h), 0.0); float hdotv = max(dot(h, v), 0.0); float pdf = d * ndoth / (4.0 * hdotv) + 0.0001; float resolution = 512.0; float sa_texel = 4.0 * PI / (6.0 * resolution * resolution); float sa_sample = 1.0 / (float(count) * pdf + 0.0001); float mip_level = roughness == 0.0 ? 0.0 : 0.5 * log2(sa_sample / sa_texel); prefiltered += textureLod(cubemap, l, mip_level).rgb * ndotl; total += ndotl; } } prefiltered /= total; frag_color = vec4(prefiltered, 1.0); }