/* clang-format off */ #[vertex] #version 450 #VERSION_DEFINES #include "cubemap_roughness_inc.glsl" layout(location = 0) out vec2 uv_interp; /* clang-format on */ void main() { vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0)); gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0); uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0 } /* clang-format off */ #[fragment] #version 450 #VERSION_DEFINES #include "cubemap_roughness_inc.glsl" layout(location = 0) in vec2 uv_interp; layout(set = 0, binding = 0) uniform samplerCube source_cube; layout(location = 0) out vec4 frag_color; /* clang-format on */ void main() { vec3 N = texelCoordToVec(uv_interp * 2.0 - 1.0, params.face_id); //vec4 color = color_interp; if (params.use_direct_write) { frag_color = vec4(texture(source_cube, N).rgb, 1.0); } else { vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size); float roughness2 = params.roughness * params.roughness; float roughness4 = roughness2 * roughness2; vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); mat3 T; T[0] = normalize(cross(UpVector, N)); T[1] = cross(N, T[0]); T[2] = N; for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) { vec2 xi = Hammersley(sampleNum, params.sample_count); vec3 H = T * ImportanceSampleGGX(xi, roughness4); float NdotH = dot(N, H); vec3 L = (2.0 * NdotH * H - N); float ndotl = clamp(dot(N, L), 0.0, 1.0); if (ndotl > 0.0) { float D = DistributionGGX(NdotH, roughness4); float pdf = D * NdotH / (4.0 * NdotH) + 0.0001; float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001); float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel); sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl; sum.a += ndotl; } } sum /= sum.a; frag_color = vec4(sum.rgb, 1.0); } }