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- /* 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[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
- }
- /* 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);
- for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
- vec2 xi = Hammersley(sampleNum, params.sample_count);
- vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
- vec3 V = N;
- vec3 L = (2.0 * dot(V, H) * H - V);
- float ndotl = clamp(dot(N, L), 0.0, 1.0);
- if (ndotl > 0.0) {
- sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
- sum.a += ndotl;
- }
- }
- sum /= sum.a;
- frag_color = vec4(sum.rgb, 1.0);
- }
- }
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