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@@ -4,251 +4,259 @@
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*
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* To avoid cube map seams, I create an extra pixel around each face. This way when the cube map is
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* sampled by an application later(with a little care by sampling the centre of the texel), the extra 1 border
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- * of pixels makes sure that there is no seams artifacts present. This works perfectly for cubeUV format as
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- * well where the 6 faces can be arranged in any manner whatsoever.
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+ * of pixels makes sure that there is no seams artifacts present. This works perfectly for cubeUV format as
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+ * well where the 6 faces can be arranged in any manner whatsoever.
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* Code in the beginning of fragment shader's main function does this job for a given resolution.
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- * Run Scene_PMREM_Test.html in the examples directory to see the sampling from the cube lods generated
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- * by this class.
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+ * Run Scene_PMREM_Test.html in the examples directory to see the sampling from the cube lods generated
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+ * by this class.
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*/
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THREE.PMREMGenerator = function( sourceTexture ) {
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this.sourceTexture = sourceTexture;
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- this.resolution = 256; // NODE: 256 is currently hard coded in the glsl code for performance reasons
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+ this.resolution = 256; // NODE: 256 is currently hard coded in the glsl code for performance reasons
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- var monotonicEncoding = ( sourceTexture.encoding === THREE.LinearEncoding ) ||
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- ( sourceTexture.encoding === THREE.GammaEncoding ) || ( sourceTexture.encoding === THREE.sRGBEncoding );
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+ var monotonicEncoding = ( sourceTexture.encoding === THREE.LinearEncoding ) ||
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+ ( sourceTexture.encoding === THREE.GammaEncoding ) || ( sourceTexture.encoding === THREE.sRGBEncoding );
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- this.sourceTexture.minFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
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- this.sourceTexture.magFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
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- this.sourceTexture.generateMipmaps = this.sourceTexture.generateMipmaps && monotonicEncoding;
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+ this.sourceTexture.minFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
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+ this.sourceTexture.magFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
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+ this.sourceTexture.generateMipmaps = this.sourceTexture.generateMipmaps && monotonicEncoding;
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this.cubeLods = [];
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var size = this.resolution;
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- var params = {
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+ var params = {
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format: this.sourceTexture.format,
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magFilter: this.sourceTexture.magFilter,
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minFilter: this.sourceTexture.minFilter,
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type: this.sourceTexture.type,
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generateMipmaps: this.sourceTexture.generateMipmaps,
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- anisotropy: this.sourceTexture.anisotropy,
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- encoding: this.sourceTexture.encoding
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+ anisotropy: this.sourceTexture.anisotropy,
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+ encoding: this.sourceTexture.encoding
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};
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- // how many LODs fit in the given CubeUV Texture.
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+ // how many LODs fit in the given CubeUV Texture.
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this.numLods = Math.log2( size ) - 2;
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- for ( var i = 0; i < this.numLods; i ++ ) {
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+
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+ for ( var i = 0; i < this.numLods; i ++ ) {
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+
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var renderTarget = new THREE.WebGLRenderTargetCube( size, size, params );
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- this.cubeLods.push( renderTarget );
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+ this.cubeLods.push( renderTarget );
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size = Math.max( 16, size / 2 );
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+
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}
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this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0.0, 1000 );
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- this.shader = this.getShader();
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+ this.shader = this.getShader();
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this.planeMesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2, 0 ), this.shader );
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this.planeMesh.material.side = THREE.DoubleSide;
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this.scene = new THREE.Scene();
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this.scene.add( this.planeMesh );
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this.scene.add( this.camera );
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- this.shader.uniforms[ "envMap" ].value = this.sourceTexture;
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- this.shader.envMap = this.sourceTexture;
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+ this.shader.uniforms[ 'envMap' ].value = this.sourceTexture;
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+ this.shader.envMap = this.sourceTexture;
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+
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};
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THREE.PMREMGenerator.prototype = {
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constructor : THREE.PMREMGenerator,
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- /*
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- * Prashant Sharma / spidersharma03: More thought and work is needed here.
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- * Right now it's a kind of a hack to use the previously convolved map to convolve the current one.
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- * I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency)
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- * even a high number of samples(1024) dosen't lead to satisfactory results.
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- * By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which
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- * gives okay results unless we see the reflection very carefully, or zoom in too much), however the math
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- * goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled
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- * the roughness by 0.9(totally empirical) to try to visually match the original result.
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- * The condition "if(i <5)" is also an attemt to make the result match the original result.
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- * This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future::
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- * http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html
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- */
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+ /*
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+ * Prashant Sharma / spidersharma03: More thought and work is needed here.
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+ * Right now it's a kind of a hack to use the previously convolved map to convolve the current one.
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+ * I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency)
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+ * even a high number of samples(1024) dosen't lead to satisfactory results.
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+ * By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which
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+ * gives okay results unless we see the reflection very carefully, or zoom in too much), however the math
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+ * goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled
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+ * the roughness by 0.9(totally empirical) to try to visually match the original result.
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+ * The condition "if(i <5)" is also an attemt to make the result match the original result.
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+ * This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future::
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+ * http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html
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+ */
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update: function( renderer ) {
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- this.shader.uniforms[ "envMap" ].value = this.sourceTexture;
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- this.shader.envMap = this.sourceTexture;
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+ this.shader.uniforms[ 'envMap' ].value = this.sourceTexture;
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+ this.shader.envMap = this.sourceTexture;
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- var gammaInput = renderer.gammaInput;
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- var gammaOutput = renderer.gammaOutput;
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+ var gammaInput = renderer.gammaInput;
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+ var gammaOutput = renderer.gammaOutput;
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var toneMapping = renderer.toneMapping;
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var toneMappingExposure = renderer.toneMappingExposure;
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- renderer.toneMapping = THREE.LinearToneMapping;
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+ renderer.toneMapping = THREE.LinearToneMapping;
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renderer.toneMappingExposure = 1.0;
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- renderer.gammaInput = false;
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- renderer.gammaOutput = false;
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+ renderer.gammaInput = false;
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+ renderer.gammaOutput = false;
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+
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for ( var i = 0; i < this.numLods; i ++ ) {
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var r = i / ( this.numLods - 1 );
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- this.shader.uniforms[ "roughness" ].value = r * 0.9; // see comment above, pragmatic choice
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+ this.shader.uniforms[ 'roughness' ].value = r * 0.9; // see comment above, pragmatic choice
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var size = this.cubeLods[ i ].width;
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- this.shader.uniforms[ "mapSize" ].value = size;
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+ this.shader.uniforms[ 'mapSize' ].value = size;
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this.renderToCubeMapTarget( renderer, this.cubeLods[ i ] );
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- if ( i < 5 )
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- this.shader.uniforms[ "envMap" ].value = this.cubeLods[ i ];
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+
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+ if ( i < 5 ) this.shader.uniforms[ 'envMap' ].value = this.cubeLods[ i ];
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}
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renderer.toneMapping = toneMapping;
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renderer.toneMappingExposure = toneMappingExposure;
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- renderer.gammaInput = gammaInput;
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- renderer.gammaOutput = gammaOutput;
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+ renderer.gammaInput = gammaInput;
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+ renderer.gammaOutput = gammaOutput;
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},
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renderToCubeMapTarget: function( renderer, renderTarget ) {
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for ( var i = 0; i < 6; i ++ ) {
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- this.renderToCubeMapTargetFace( renderer, renderTarget, i )
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- }
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+
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+ this.renderToCubeMapTargetFace( renderer, renderTarget, i )
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+
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+ }
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},
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renderToCubeMapTargetFace: function( renderer, renderTarget, faceIndex ) {
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+
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renderTarget.activeCubeFace = faceIndex;
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- this.shader.uniforms[ "faceIndex" ].value = faceIndex;
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+ this.shader.uniforms[ 'faceIndex' ].value = faceIndex;
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renderer.render( this.scene, this.camera, renderTarget, true );
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},
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- getShader: function() {
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-
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- return new THREE.ShaderMaterial( {
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-
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- uniforms: {
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- "faceIndex": { type: 'i', value: 0 },
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- "roughness": { type: 'f', value: 0.5 },
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- "mapSize": { type: 'f', value: 0.5 },
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- "envMap": { type: 't', value: null },
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- "testColor": { type: 'v3', value: new THREE.Vector3( 1, 1, 1 ) }
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- },
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-
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- vertexShader:
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- "varying vec2 vUv;\n\
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- void main() {\n\
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- vUv = uv;\n\
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
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- }",
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-
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- fragmentShader:
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- "varying vec2 vUv;\n\
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- uniform int faceIndex;\n\
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- uniform float roughness;\n\
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- uniform samplerCube envMap;\n\
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- uniform float mapSize;\n\
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- uniform vec3 testColor;\n\
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- \n\
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- float rnd(vec2 uv) {\n\
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- return fract(sin(dot(uv, vec2(12.9898, 78.233) * 2.0)) * 43758.5453);\n\
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- }\n\
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- float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\
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- float a = ggxRoughness + 0.0001;\n\
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- a *= a;\n\
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- return ( 2.0 / a - 2.0 );\n\
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- }\n\
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- const float PI = 3.14159265358979;\n\
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- vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\
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- float phi = uv.y * 2.0 * PI;\n\
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- float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\
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- float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\
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- vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\
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- return vecSpace * sampleDir;\n\
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- }\n\
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- vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\
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- {\n\
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- float a = Roughness * Roughness;\n\
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- float Phi = 2.0 * PI * uv.x;\n\
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- float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\
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- float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\
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- return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\
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- }\n\
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- mat3 matrixFromVector(vec3 n) {\n\
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- float a = 1.0 / (1.0 + n.z);\n\
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- float b = -n.x * n.y * a;\n\
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- vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\
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- vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\
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- return mat3(b1, b2, n);\n\
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- }\n\
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- \n\
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- vec4 testColorMap(float Roughness) {\n\
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- vec4 color;\n\
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- if(faceIndex == 0)\n\
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- color = vec4(1.0,0.0,0.0,1.0);\n\
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- else if(faceIndex == 1)\n\
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- color = vec4(0.0,1.0,0.0,1.0);\n\
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- else if(faceIndex == 2)\n\
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- color = vec4(0.0,0.0,1.0,1.0);\n\
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- else if(faceIndex == 3)\n\
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- color = vec4(1.0,1.0,0.0,1.0);\n\
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- else if(faceIndex == 4)\n\
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- color = vec4(0.0,1.0,1.0,1.0);\n\
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- else\n\
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- color = vec4(1.0,0.0,1.0,1.0);\n\
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- color *= ( 1.0 - Roughness );\n\
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- return color;\n\
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- }\n\
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- void main() {\n\
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- vec3 sampleDirection;\n\
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- vec2 uv = vUv*2.0 - 1.0;\n\
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- float offset = -1.0/mapSize;\n\
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- const float a = -1.0;\n\
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- const float b = 1.0;\n\
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- float c = -1.0 + offset;\n\
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- float d = 1.0 - offset;\n\
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- float bminusa = b - a;\n\
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- uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\
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- uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\
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- if (faceIndex==0) {\n\
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- sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\
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- }\n\
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- else if (faceIndex==1) {\n\
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- sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\
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- } else if (faceIndex==2) {\n\
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- sampleDirection = vec3(uv.x, 1.0, uv.y);\n\
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- } else if (faceIndex==3) {\n\
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- sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\
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- } else if (faceIndex==4) {\n\
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- sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\
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- } else {\n\
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- sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\
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- }\n\
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- mat3 vecSpace = matrixFromVector(normalize(sampleDirection));\n\
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- vec3 rgbColor = vec3(0.0);\n\
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- const int NumSamples = 1024;\n\
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- vec3 vect;\n\
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- float weight = 0.0;\n\
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- for(int i=0; i<NumSamples; i++) {\n\
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- float sini = sin(float(i));\n\
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- float cosi = cos(float(i));\n\
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- float rand = rnd(vec2(sini, cosi));\n\
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- vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), rand), vecSpace, roughness);\n\
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- float dotProd = dot(vect, normalize(sampleDirection));\n\
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- weight += dotProd;\n\
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- vec3 color = envMapTexelToLinear(textureCube(envMap,vect)).rgb;\n\
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- rgbColor.rgb += color;\n\
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- }\n\
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- rgbColor /= float(NumSamples);\n\
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- //rgbColor = testColorMap( roughness ).rgb;\n\
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- gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\
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- }",
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- blending: THREE.CustomBlending,
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- blendSrc: THREE.OneFactor,
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- blendDst: THREE.ZeroFactor,
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- blendSrcAlpha: THREE.OneFactor,
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- blendDstAlpha: THREE.ZeroFactor,
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- blendEquation: THREE.AddEquation
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- }
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- );
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- }
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+ getShader: function() {
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+
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+ return new THREE.ShaderMaterial( {
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+
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+ uniforms: {
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+ "faceIndex": { type: 'i', value: 0 },
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+ "roughness": { type: 'f', value: 0.5 },
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+ "mapSize": { type: 'f', value: 0.5 },
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+ "envMap": { type: 't', value: null },
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+ "testColor": { type: 'v3', value: new THREE.Vector3( 1, 1, 1 ) }
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+ },
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+
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+ vertexShader:
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+ "varying vec2 vUv;\n\
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+ void main() {\n\
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+ vUv = uv;\n\
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
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+ }",
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+
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+ fragmentShader:
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+ "varying vec2 vUv;\n\
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+ uniform int faceIndex;\n\
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+ uniform float roughness;\n\
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+ uniform samplerCube envMap;\n\
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+ uniform float mapSize;\n\
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+ uniform vec3 testColor;\n\
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+ \n\
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+ float rnd(vec2 uv) {\n\
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+ return fract(sin(dot(uv, vec2(12.9898, 78.233) * 2.0)) * 43758.5453);\n\
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+ }\n\
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+ float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\
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+ float a = ggxRoughness + 0.0001;\n\
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+ a *= a;\n\
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+ return ( 2.0 / a - 2.0 );\n\
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+ }\n\
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+ const float PI = 3.14159265358979;\n\
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+ vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\
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+ float phi = uv.y * 2.0 * PI;\n\
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+ float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\
|
|
|
+ float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\
|
|
|
+ vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\
|
|
|
+ return vecSpace * sampleDir;\n\
|
|
|
+ }\n\
|
|
|
+ vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\
|
|
|
+ {\n\
|
|
|
+ float a = Roughness * Roughness;\n\
|
|
|
+ float Phi = 2.0 * PI * uv.x;\n\
|
|
|
+ float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\
|
|
|
+ float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\
|
|
|
+ return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\
|
|
|
+ }\n\
|
|
|
+ mat3 matrixFromVector(vec3 n) {\n\
|
|
|
+ float a = 1.0 / (1.0 + n.z);\n\
|
|
|
+ float b = -n.x * n.y * a;\n\
|
|
|
+ vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\
|
|
|
+ vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\
|
|
|
+ return mat3(b1, b2, n);\n\
|
|
|
+ }\n\
|
|
|
+ \n\
|
|
|
+ vec4 testColorMap(float Roughness) {\n\
|
|
|
+ vec4 color;\n\
|
|
|
+ if(faceIndex == 0)\n\
|
|
|
+ color = vec4(1.0,0.0,0.0,1.0);\n\
|
|
|
+ else if(faceIndex == 1)\n\
|
|
|
+ color = vec4(0.0,1.0,0.0,1.0);\n\
|
|
|
+ else if(faceIndex == 2)\n\
|
|
|
+ color = vec4(0.0,0.0,1.0,1.0);\n\
|
|
|
+ else if(faceIndex == 3)\n\
|
|
|
+ color = vec4(1.0,1.0,0.0,1.0);\n\
|
|
|
+ else if(faceIndex == 4)\n\
|
|
|
+ color = vec4(0.0,1.0,1.0,1.0);\n\
|
|
|
+ else\n\
|
|
|
+ color = vec4(1.0,0.0,1.0,1.0);\n\
|
|
|
+ color *= ( 1.0 - Roughness );\n\
|
|
|
+ return color;\n\
|
|
|
+ }\n\
|
|
|
+ void main() {\n\
|
|
|
+ vec3 sampleDirection;\n\
|
|
|
+ vec2 uv = vUv*2.0 - 1.0;\n\
|
|
|
+ float offset = -1.0/mapSize;\n\
|
|
|
+ const float a = -1.0;\n\
|
|
|
+ const float b = 1.0;\n\
|
|
|
+ float c = -1.0 + offset;\n\
|
|
|
+ float d = 1.0 - offset;\n\
|
|
|
+ float bminusa = b - a;\n\
|
|
|
+ uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\
|
|
|
+ uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\
|
|
|
+ if (faceIndex==0) {\n\
|
|
|
+ sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\
|
|
|
+ } else if (faceIndex==1) {\n\
|
|
|
+ sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\
|
|
|
+ } else if (faceIndex==2) {\n\
|
|
|
+ sampleDirection = vec3(uv.x, 1.0, uv.y);\n\
|
|
|
+ } else if (faceIndex==3) {\n\
|
|
|
+ sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\
|
|
|
+ } else if (faceIndex==4) {\n\
|
|
|
+ sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\
|
|
|
+ } else {\n\
|
|
|
+ sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\
|
|
|
+ }\n\
|
|
|
+ mat3 vecSpace = matrixFromVector(normalize(sampleDirection));\n\
|
|
|
+ vec3 rgbColor = vec3(0.0);\n\
|
|
|
+ const int NumSamples = 1024;\n\
|
|
|
+ vec3 vect;\n\
|
|
|
+ float weight = 0.0;\n\
|
|
|
+ for(int i=0; i<NumSamples; i++) {\n\
|
|
|
+ float sini = sin(float(i));\n\
|
|
|
+ float cosi = cos(float(i));\n\
|
|
|
+ float rand = rnd(vec2(sini, cosi));\n\
|
|
|
+ vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), rand), vecSpace, roughness);\n\
|
|
|
+ float dotProd = dot(vect, normalize(sampleDirection));\n\
|
|
|
+ weight += dotProd;\n\
|
|
|
+ vec3 color = envMapTexelToLinear(textureCube(envMap,vect)).rgb;\n\
|
|
|
+ rgbColor.rgb += color;\n\
|
|
|
+ }\n\
|
|
|
+ rgbColor /= float(NumSamples);\n\
|
|
|
+ //rgbColor = testColorMap( roughness ).rgb;\n\
|
|
|
+ gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\
|
|
|
+ }",
|
|
|
+ blending: THREE.CustomBlending,
|
|
|
+ blendSrc: THREE.OneFactor,
|
|
|
+ blendDst: THREE.ZeroFactor,
|
|
|
+ blendSrcAlpha: THREE.OneFactor,
|
|
|
+ blendDstAlpha: THREE.ZeroFactor,
|
|
|
+ blendEquation: THREE.AddEquation
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
};
|