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Эх сурвалжийг харах

Added note on examples not supporting GLSL100

raysan5 5 жил өмнө
parent
commit
6bab884d1d

+ 3 - 0
examples/models/models_material_pbr.c

@@ -2,6 +2,9 @@
 *
 *   raylib [models] example - PBR material
 *
+*   NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
+*         is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
+*
 *   This example has been created using raylib 1.8 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *

+ 0 - 133
examples/models/resources/shaders/glsl100/brdf.fs

@@ -1,133 +0,0 @@
-/*******************************************************************************************
-*
-*   BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader
-*
-*   REF: https://github.com/HectorMF/BRDFGenerator
-*
-*   Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-
-
-// Input vertex attributes (from vertex shader)
-in vec2 fragTexCoord;
-
-// Constant values
-const float PI = 3.14159265359;
-const uint MAX_SAMPLES = 1024u;
-
-// Output fragment color
-out vec4 finalColor;
-
-vec2 Hammersley(uint i, uint N);
-float RadicalInverseVdC(uint bits);
-float GeometrySchlickGGX(float NdotV, float roughness);
-float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
-vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
-vec2 IntegrateBRDF(float NdotV, float roughness);
-
-float RadicalInverseVdC(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
-}
-
-// Compute Hammersley coordinates
-vec2 Hammersley(uint i, uint N)
-{
-	return vec2(float(i)/float(N), RadicalInverseVdC(i));
-}
-
-// Integrate number of importance samples for (roughness and NoV)
-vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
-{
-	float a = roughness*roughness;
-	float phi = 2.0 * PI * Xi.x;
-	float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
-	float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
-
-	// Transform from spherical coordinates to cartesian coordinates (halfway vector)
-	vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
-
-	// Transform from tangent space H vector to world space sample vector
-	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 GeometrySchlickGGX(float NdotV, float roughness)
-{
-    // For IBL k is calculated different
-    float k = (roughness*roughness)/2.0;
-
-    float nom = NdotV;
-    float denom = NdotV*(1.0 - k) + k;
-
-    return nom/denom;
-}
-
-// Compute the geometry term for the BRDF given roughness squared, NoV, NoL
-float GeometrySmith(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 ggx2 = GeometrySchlickGGX(NdotV, roughness);
-    float ggx1 = GeometrySchlickGGX(NdotL, roughness);
-
-    return ggx1*ggx2;
-}
-
-vec2 IntegrateBRDF(float NdotV, float roughness)
-{
-    float A = 0.0;
-    float B = 0.0;
-    vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
-    vec3 N = vec3(0.0, 0.0, 1.0);
-
-    for (uint i = 0u; i < MAX_SAMPLES; i++)
-    {
-        // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
-        
-        vec2 Xi = Hammersley(i, MAX_SAMPLES);       // Compute a Hammersely coordinate
-        vec3 H = ImportanceSampleGGX(Xi, N, roughness); // Integrate number of importance samples for (roughness and NoV)
-        vec3 L = normalize(2.0*dot(V, H)*H - V);    // Compute reflection vector L
-        
-        float NdotL = max(L.z, 0.0);                // Compute normal dot light
-        float NdotH = max(H.z, 0.0);                // Compute normal dot half
-        float VdotH = max(dot(V, H), 0.0);          // Compute view dot half
-
-        if (NdotL > 0.0)
-        {
-            float G = GeometrySmith(N, V, L, roughness);    // Compute the geometry term for the BRDF given roughness squared, NoV, NoL
-            float GVis = (G*VdotH)/(NdotH*NdotV);   // Compute the visibility term given G, VoH, NoH, NoV, NoL
-            float Fc = pow(1.0 - VdotH, 5.0);       // Compute the fresnel term given VoH
-
-            A += (1.0 - Fc)*GVis;                   // Sum the result given fresnel, geometry, visibility
-            B += Fc*GVis;
-        }
-    }
-
-    // Calculate brdf average sample
-    A /= float(MAX_SAMPLES);
-    B /= float(MAX_SAMPLES);
-
-    return vec2(A, B);
-}
-
-void main()
-{
-    // Calculate brdf based on texture coordinates
-    vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y);
-
-    // Calculate final fragment color
-    finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0);
-}

+ 0 - 25
examples/models/resources/shaders/glsl100/brdf.vs

@@ -1,25 +0,0 @@
-/*******************************************************************************************
-*
-*   rPBR [shader] - Bidirectional reflectance distribution function vertex shader
-*
-*   Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-
-void main()
-{
-    // Calculate fragment position based on model transformations
-    fragTexCoord = vertexTexCoord;
-
-    // Calculate final vertex position
-    gl_Position = vec4(vertexPosition, 1.0);
-}

+ 0 - 58
examples/models/resources/shaders/glsl100/irradiance.fs

@@ -1,58 +0,0 @@
-/*******************************************************************************************
-*
-*   rPBR [shader] - Irradiance cubemap fragment shader
-*
-*   Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-
-// Input vertex attributes (from vertex shader)
-in vec3 fragPosition;
-
-// Input uniform values
-uniform samplerCube environmentMap;
-
-// Constant values
-const float PI = 3.14159265359f;
-
-// Output fragment color
-out vec4 finalColor;
-
-void main()
-{
-    // The sample direction equals the hemisphere's orientation
-    vec3 normal = normalize(fragPosition);
-
-    vec3 irradiance = vec3(0.0);  
-
-    vec3 up = vec3(0.0, 1.0, 0.0);
-    vec3 right = cross(up, normal);
-    up = cross(normal, right);
-
-    float sampleDelta = 0.025f;
-    float nrSamples = 0.0f; 
-
-    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 (in tangent space)
-            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; 
-
-            // Fetch color from environment cubemap
-            irradiance += texture(environmentMap, sampleVec).rgb*cos(theta)*sin(theta);
-            nrSamples++;
-        }
-    }
-
-    // Calculate irradiance average value from samples
-    irradiance = PI*irradiance*(1.0/float(nrSamples));
-
-    // Calculate final fragment color
-    finalColor = vec4(irradiance, 1.0);
-}

+ 0 - 298
examples/models/resources/shaders/glsl100/pbr.fs

@@ -1,298 +0,0 @@
-/*******************************************************************************************
-*
-*   rPBR [shader] - Physically based rendering fragment shader
-*
-*   Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-
-#define     MAX_REFLECTION_LOD      4.0
-#define     MAX_DEPTH_LAYER         20
-#define     MIN_DEPTH_LAYER         10
-
-#define     MAX_LIGHTS              4
-#define     LIGHT_DIRECTIONAL       0
-#define     LIGHT_POINT             1
-
-struct MaterialProperty {
-    vec3 color;
-    int useSampler;
-    sampler2D sampler;
-};
-
-struct Light {
-    int enabled;
-    int type;
-    vec3 position;
-    vec3 target;
-    vec4 color;
-};
-
-// Input vertex attributes (from vertex shader)
-in vec3 fragPosition;
-in vec2 fragTexCoord;
-in vec3 fragNormal;
-in vec3 fragTangent;
-in vec3 fragBinormal;
-
-// Input material values
-uniform MaterialProperty albedo;
-uniform MaterialProperty normals;
-uniform MaterialProperty metalness;
-uniform MaterialProperty roughness;
-uniform MaterialProperty occlusion;
-uniform MaterialProperty emission;
-uniform MaterialProperty height;
-
-// Input uniform values
-uniform samplerCube irradianceMap;
-uniform samplerCube prefilterMap;
-uniform sampler2D brdfLUT;
-
-// Input lighting values
-uniform Light lights[MAX_LIGHTS];
-
-// Other uniform values
-uniform int renderMode;
-uniform vec3 viewPos;
-vec2 texCoord;
-
-// Constant values
-const float PI = 3.14159265359;
-
-// Output fragment color
-out vec4 finalColor;
-
-vec3 ComputeMaterialProperty(MaterialProperty property);
-float DistributionGGX(vec3 N, vec3 H, float roughness);
-float GeometrySchlickGGX(float NdotV, float roughness);
-float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
-vec3 fresnelSchlick(float cosTheta, vec3 F0);
-vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
-vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir);
-
-vec3 ComputeMaterialProperty(MaterialProperty property)
-{
-    vec3 result = vec3(0.0, 0.0, 0.0);
-
-    if (property.useSampler == 1) result = texture(property.sampler, texCoord).rgb;
-    else result = property.color;
-
-    return result;
-}
-
-float DistributionGGX(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 GeometrySchlickGGX(float NdotV, float roughness)
-{
-    float r = (roughness + 1.0);
-    float k = r*r/8.0;
-
-    float nom = NdotV;
-    float denom = NdotV*(1.0 - k) + k;
-
-    return nom/denom;
-}
-float GeometrySmith(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 ggx2 = GeometrySchlickGGX(NdotV, roughness);
-    float ggx1 = GeometrySchlickGGX(NdotL, roughness);
-
-    return ggx1*ggx2;
-}
-
-vec3 fresnelSchlick(float cosTheta, vec3 F0)
-{
-    return F0 + (1.0 - F0)*pow(1.0 - cosTheta, 5.0);
-}
-
-vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
-{
-    return F0 + (max(vec3(1.0 - roughness), F0) - F0)*pow(1.0 - cosTheta, 5.0);
-}
-
-vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
-{
-    // Calculate the number of depth layers and calculate the size of each layer
-    float numLayers = mix(MAX_DEPTH_LAYER, MIN_DEPTH_LAYER, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));  
-    float layerDepth = 1.0/numLayers;
-
-    // Calculate depth of current layer
-    float currentLayerDepth = 0.0;
-
-    // Calculate the amount to shift the texture coordinates per layer (from vector P)
-    // Note: height amount is stored in height material attribute color R channel (sampler use is independent)
-    vec2 P = viewDir.xy*height.color.r; 
-    vec2 deltaTexCoords = P/numLayers;
-
-    // Store initial texture coordinates and depth values
-    vec2 currentTexCoords = texCoords;
-    float currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
-
-    while (currentLayerDepth < currentDepthMapValue)
-    {
-        // Shift texture coordinates along direction of P
-        currentTexCoords -= deltaTexCoords;
-
-        // Get depth map value at current texture coordinates
-        currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
-
-        // Get depth of next layer
-        currentLayerDepth += layerDepth;  
-    }
-
-    // Get texture coordinates before collision (reverse operations)
-    vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
-
-    // Get depth after and before collision for linear interpolation
-    float afterDepth = currentDepthMapValue - currentLayerDepth;
-    float beforeDepth = texture(height.sampler, prevTexCoords).r - currentLayerDepth + layerDepth;
-
-    // Interpolation of texture coordinates
-    float weight = afterDepth/(afterDepth - beforeDepth);
-    vec2 finalTexCoords = prevTexCoords*weight + currentTexCoords*(1.0 - weight);
-
-    return finalTexCoords;
-}
-
-void main()
-{
-    // Calculate TBN and RM matrices
-    mat3 TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
-
-    // Calculate lighting required attributes
-    vec3 normal = normalize(fragNormal);
-    vec3 view = normalize(viewPos - fragPosition);
-    vec3 refl = reflect(-view, normal);
-
-    // Check if parallax mapping is enabled and calculate texture coordinates to use based on height map
-    // NOTE: remember that 'texCoord' variable must be assigned before calling any ComputeMaterialProperty() function
-    if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view);
-    else texCoord = fragTexCoord;   // Use default texture coordinates
-
-    // Fetch material values from texture sampler or color attributes
-    vec3 color = ComputeMaterialProperty(albedo);
-    vec3 metal = ComputeMaterialProperty(metalness);
-    vec3 rough = ComputeMaterialProperty(roughness);
-    vec3 emiss = ComputeMaterialProperty(emission);
-    vec3 ao = ComputeMaterialProperty(occlusion);
-
-    // Check if normal mapping is enabled
-    if (normals.useSampler == 1)
-    {
-        // Fetch normal map color and transform lighting values to tangent space
-        normal = ComputeMaterialProperty(normals);
-        normal = normalize(normal*2.0 - 1.0);
-        normal = normalize(normal*TBN);
-
-        // Convert tangent space normal to world space due to cubemap reflection calculations
-        refl = normalize(reflect(-view, normal));
-    }
-
-    // Calculate reflectance at normal incidence
-    vec3 F0 = vec3(0.04);
-    F0 = mix(F0, color, metal.r);
-
-    // Calculate lighting for all lights
-    vec3 Lo = vec3(0.0);
-    vec3 lightDot = vec3(0.0);
-
-    for (int i = 0; i < MAX_LIGHTS; i++)
-    {
-        if (lights[i].enabled == 1)
-        {
-            // Calculate per-light radiance
-            vec3 light = vec3(0.0);
-            vec3 radiance = lights[i].color.rgb;
-            if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
-            else if (lights[i].type == LIGHT_POINT)
-            {
-                light = normalize(lights[i].position - fragPosition);
-                float distance = length(lights[i].position - fragPosition);
-                float attenuation = 1.0/(distance*distance);
-                radiance *= attenuation;
-            }
-
-            // Cook-torrance BRDF
-            vec3 high = normalize(view + light);
-            float NDF = DistributionGGX(normal, high, rough.r);
-            float G = GeometrySmith(normal, view, light, rough.r);
-            vec3 F = fresnelSchlick(max(dot(high, view), 0.0), F0);
-            vec3 nominator = NDF*G*F;
-            float denominator = 4*max(dot(normal, view), 0.0)*max(dot(normal, light), 0.0) + 0.001;
-            vec3 brdf = nominator/denominator;
-
-            // Store to kS the fresnel value and calculate energy conservation
-            vec3 kS = F;
-            vec3 kD = vec3(1.0) - kS;
-
-            // Multiply kD by the inverse metalness such that only non-metals have diffuse lighting
-            kD *= 1.0 - metal.r;
-
-            // Scale light by dot product between normal and light direction
-            float NdotL = max(dot(normal, light), 0.0);
-
-            // Add to outgoing radiance Lo
-            // Note: BRDF is already multiplied by the Fresnel so it doesn't need to be multiplied again
-            Lo += (kD*color/PI + brdf)*radiance*NdotL*lights[i].color.a;
-            lightDot += radiance*NdotL + brdf*lights[i].color.a;
-        }
-    }
-
-    // Calculate ambient lighting using IBL
-    vec3 F = fresnelSchlickRoughness(max(dot(normal, view), 0.0), F0, rough.r);
-    vec3 kS = F;
-    vec3 kD = 1.0 - kS;
-    kD *= 1.0 - metal.r;
-
-    // Calculate indirect diffuse
-    vec3 irradiance = texture(irradianceMap, fragNormal).rgb;
-    vec3 diffuse = color*irradiance;
-
-    // Sample both the prefilter map and the BRDF lut and combine them together as per the Split-Sum approximation
-    vec3 prefilterColor = textureLod(prefilterMap, refl, rough.r*MAX_REFLECTION_LOD).rgb;
-    vec2 brdf = texture(brdfLUT, vec2(max(dot(normal, view), 0.0), rough.r)).rg;
-    vec3 reflection = prefilterColor*(F*brdf.x + brdf.y);
-
-    // Calculate final lighting
-    vec3 ambient = (kD*diffuse + reflection)*ao;
-
-    // Calculate fragment color based on render mode
-    vec3 fragmentColor = ambient + Lo + emiss;                              // Physically Based Rendering
-
-    if (renderMode == 1) fragmentColor = color;                             // Albedo
-    else if (renderMode == 2) fragmentColor = normal;                       // Normals
-    else if (renderMode == 3) fragmentColor = metal;                        // Metalness
-    else if (renderMode == 4) fragmentColor = rough;                        // Roughness
-    else if (renderMode == 5) fragmentColor = ao;                           // Ambient Occlusion
-    else if (renderMode == 6) fragmentColor = emiss;                        // Emission
-    else if (renderMode == 7) fragmentColor = lightDot;                     // Lighting
-    else if (renderMode == 8) fragmentColor = kS;                           // Fresnel
-    else if (renderMode == 9) fragmentColor = irradiance;                   // Irradiance
-    else if (renderMode == 10) fragmentColor = reflection;                  // Reflection
-
-    // Apply HDR tonemapping
-    fragmentColor = fragmentColor/(fragmentColor + vec3(1.0));
-
-    // Apply gamma correction
-    fragmentColor = pow(fragmentColor, vec3(1.0/2.2));
-
-    // Calculate final fragment color
-    finalColor = vec4(fragmentColor, 1.0);
-}

+ 0 - 49
examples/models/resources/shaders/glsl100/pbr.vs

@@ -1,49 +0,0 @@
-/*******************************************************************************************
-*
-*   rPBR [shader] - Physically based rendering vertex shader
-*
-*   Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-in vec4 vertexTangent;
-
-// Input uniform values
-uniform mat4 mvp;
-uniform mat4 matModel;
-
-// Output vertex attributes (to fragment shader)
-out vec3 fragPosition;
-out vec2 fragTexCoord;
-out vec3 fragNormal;
-out vec3 fragTangent;
-out vec3 fragBinormal;
-
-void main()
-{
-    // Calculate binormal from vertex normal and tangent
-    vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
-
-    // Calculate fragment normal based on normal transformations
-    mat3 normalMatrix = transpose(inverse(mat3(matModel)));
-
-    // Calculate fragment position based on model transformations
-    fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
-
-    // Send vertex attributes to fragment shader
-    fragTexCoord = vertexTexCoord;
-    fragNormal = normalize(normalMatrix*vertexNormal);
-    fragTangent = normalize(normalMatrix*vec3(vertexTangent));
-    fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
-    fragBinormal = normalize(normalMatrix*vertexBinormal);
-    fragBinormal = cross(fragNormal, fragTangent);
-
-    // Calculate final vertex position
-    gl_Position = mvp*vec4(vertexPosition, 1.0);
-}

+ 0 - 120
examples/models/resources/shaders/glsl100/prefilter.fs

@@ -1,120 +0,0 @@
-/*******************************************************************************************
-*
-*   rPBR [shader] - Prefiltered environment for reflections fragment shader
-*
-*   Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-#define     MAX_SAMPLES             1024u
-#define     CUBEMAP_RESOLUTION      1024.0
-
-// Input vertex attributes (from vertex shader)
-in vec3 fragPosition;
-
-// Input uniform values
-uniform samplerCube environmentMap;
-uniform float roughness;
-
-// Constant values
-const float PI = 3.14159265359f;
-
-// Output fragment color
-out vec4 finalColor;
-
-float DistributionGGX(vec3 N, vec3 H, float roughness);
-float RadicalInverse_VdC(uint bits);
-vec2 Hammersley(uint i, uint N);
-vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
-
-float DistributionGGX(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 RadicalInverse_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), RadicalInverse_VdC(i));
-}
-
-vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
-{
-	float a = roughness*roughness;
-	float phi = 2.0 * PI * Xi.x;
-	float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
-	float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
-
-	// Transform from spherical coordinates to cartesian coordinates (halfway vector)
-	vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
-
-	// Transform from tangent space H vector to world space sample vector
-	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()
-{
-    // Make the simplyfying assumption that V equals R equals the normal 
-    vec3 N = normalize(fragPosition);
-    vec3 R = N;
-    vec3 V = R;
-
-    vec3 prefilteredColor = vec3(0.0);
-    float totalWeight = 0.0;
-
-    for (uint i = 0u; i < MAX_SAMPLES; i++)
-    {
-        // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
-        vec2 Xi = Hammersley(i, MAX_SAMPLES);
-        vec3 H = ImportanceSampleGGX(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)
-        {
-            // Sample from the environment's mip level based on roughness/pdf
-            float D = DistributionGGX(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 = CUBEMAP_RESOLUTION;
-            float saTexel  = 4.0*PI/(6.0*resolution*resolution);
-            float saSample = 1.0/(float(MAX_SAMPLES)*pdf + 0.0001);
-            float mipLevel = ((roughness == 0.0) ? 0.0 : 0.5*log2(saSample/saTexel)); 
-
-            prefilteredColor += textureLod(environmentMap, L, mipLevel).rgb*NdotL;
-            totalWeight += NdotL;
-        }
-    }
-
-    // Calculate prefilter average color
-    prefilteredColor = prefilteredColor/totalWeight;
-
-    // Calculate final fragment color
-    finalColor = vec4(prefilteredColor, 1.0);
-}

+ 3 - 7
examples/shaders/shaders_raymarching.c

@@ -2,12 +2,8 @@
 *
 *   raylib [shaders] example - Raymarching shapes generation
 *
-*   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
-*
-*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
-*         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
-*         raylib comes with shaders ready for both versions, check raylib/shaders install folder
+*   NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
+*         is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
 *
 *   This example has been created using raylib 2.0 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@@ -20,7 +16,7 @@
 
 #if defined(PLATFORM_DESKTOP)
     #define GLSL_VERSION            330
-#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB -> Not supported at this moment
     #define GLSL_VERSION            100
 #endif