#line 10001 #ifdef COMPILEPS float GetMipFromRoughness(float roughness) { return (roughness * 12.0 - pow(roughness, 6.0) * 1.5); } vec3 EnvBRDFApprox (vec3 SpecularColor, float Roughness, float NoV) { vec4 c0 = vec4(-1, -0.0275, -0.572, 0.022 ); vec4 c1 = vec4(1, 0.0425, 1.0, -0.04 ); vec4 r = Roughness * c0 + c1; float a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y; vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw; return SpecularColor * AB.x + AB.y; } vec3 FixCubeLookup(vec3 v) { float M = max(max(abs(v.x), abs(v.y)), abs(v.z)); float scale = (1024 - 1) / 1024; if (abs(v.x) != M) v.x += scale; if (abs(v.y) != M) v.y += scale; if (abs(v.z) != M) v.z += scale; return v; } /// Calculate IBL contributation /// reflectVec: reflection vector for cube sampling /// wsNormal: surface normal in word space /// toCamera: normalized direction from surface point to camera /// roughness: surface roughness /// ambientOcclusion: ambient occlusion vec3 ImageBasedLighting(vec3 reflectVec, vec3 wsNormal, vec3 toCamera, vec3 diffColor, vec3 specColor, float roughness, inout vec3 reflectionCubeColor) { roughness = max(roughness, 0.08); reflectVec = GetSpecularDominantDir(wsNormal, reflectVec, roughness); float ndv = clamp(dot(-toCamera, wsNormal), 0.0, 1.0); // PMREM Mipmapmode https://seblagarde.wordpress.com/2012/06/10/amd-cubemapgen-for-physically-based-rendering/ //float GlossScale = 16.0; //float GlossBias = 5.0; float mipSelect = GetMipFromRoughness(roughness); //exp2(GlossScale * roughness * roughness + GlossBias) - exp2(GlossBias); // OpenGL ES does not support textureLod without extensions and does not have the sZoneCubeMap sampler, // so for now, sample without explicit LOD, and from the environment sampler, where the zone texture will be put // on mobile hardware #ifndef GL_ES vec3 cube = textureLod(sZoneCubeMap, FixCubeLookup(reflectVec), mipSelect).rgb; vec3 cubeD = textureLod(sZoneCubeMap, FixCubeLookup(wsNormal), 9.0).rgb; #else vec3 cube = textureCube(sEnvCubeMap, FixCubeLookup(reflectVec)).rgb; vec3 cubeD = textureCube(sEnvCubeMap, FixCubeLookup(wsNormal)).rgb; #endif // Fake the HDR texture float brightness = clamp(cAmbientColor.a, 0.0, 1.0); float darknessCutoff = clamp((cAmbientColor.a - 1.0) * 0.1, 0.0, 0.25); const float hdrMaxBrightness = 5.0; vec3 hdrCube = pow(cube + darknessCutoff, vec3(max(1.0, cAmbientColor.a))); hdrCube += max(vec3(0.0), hdrCube - vec3(1.0)) * hdrMaxBrightness; vec3 hdrCubeD = pow(cubeD + darknessCutoff, vec3(max(1.0, cAmbientColor.a))); hdrCubeD += max(vec3(0.0), hdrCubeD - vec3(1.0)) * hdrMaxBrightness; vec3 environmentSpecular = EnvBRDFApprox(specColor, roughness, ndv); vec3 environmentDiffuse = EnvBRDFApprox(diffColor, 1.0, ndv); return (hdrCube * environmentSpecular + hdrCubeD * environmentDiffuse) * brightness; } #endif