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- export default /* glsl */`
- #if defined( USE_ENVMAP )
- #ifdef ENVMAP_MODE_REFRACTION
- uniform float refractionRatio;
- #endif
- vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {
- vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );
- #ifdef ENVMAP_TYPE_CUBE
- vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
- // TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level
- // of a specular cubemap, or just the default level of a specially created irradiance cubemap.
- #ifdef TEXTURE_LOD_EXT
- vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );
- #else
- // force the bias high to get the last LOD level as it is the most blurred.
- vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );
- #endif
- envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
- #elif defined( ENVMAP_TYPE_CUBE_UV )
- vec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );
- #else
- vec4 envMapColor = vec4( 0.0 );
- #endif
- return PI * envMapColor.rgb * envMapIntensity;
- }
- // Trowbridge-Reitz distribution to Mip level, following the logic of http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html
- float getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {
- float maxMIPLevelScalar = float( maxMIPLevel );
- float sigma = PI * roughness * roughness / ( 1.0 + roughness );
- float desiredMIPLevel = maxMIPLevelScalar + log2( sigma );
- // clamp to allowable LOD ranges.
- return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );
- }
- vec3 getLightProbeIndirectRadiance( /*const in SpecularLightProbe specularLightProbe,*/ const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {
- #ifdef ENVMAP_MODE_REFLECTION
- vec3 reflectVec = reflect( -viewDir, normal );
- // Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
- reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );
- #else
- vec3 reflectVec = refract( -viewDir, normal, refractionRatio );
- #endif
- reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
- float specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );
- #ifdef ENVMAP_TYPE_CUBE
- vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );
- #ifdef TEXTURE_LOD_EXT
- vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );
- #else
- vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );
- #endif
- envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
- #elif defined( ENVMAP_TYPE_CUBE_UV )
- vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );
- #elif defined( ENVMAP_TYPE_EQUIREC )
- vec2 sampleUV = equirectUv( reflectVec );
- #ifdef TEXTURE_LOD_EXT
- vec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );
- #else
- vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );
- #endif
- envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
- #endif
- return envMapColor.rgb * envMapIntensity;
- }
- #endif
- `;
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