#version 450 layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outColor; layout (constant_id = 0) const uint NUM_SAMPLES = 1024u; const float PI = 3.1415926536; // Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ float random(vec2 co) { float a = 12.9898; float b = 78.233; float c = 43758.5453; float dt= dot(co.xy ,vec2(a,b)); float sn= mod(dt,3.14); return fract(sin(sn) * c); } vec2 hammersley2d(uint i, uint N) { // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html uint bits = (i << 16u) | (i >> 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); float rdi = float(bits) * 2.3283064365386963e-10; return vec2(float(i) /float(N), rdi); } // Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) { // Maps a 2D point to a hemisphere with spread based on roughness float alpha = roughness * roughness; float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1; float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); float sinTheta = sqrt(1.0 - cosTheta * cosTheta); vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); // Tangent space vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); vec3 tangentX = normalize(cross(up, normal)); vec3 tangentY = normalize(cross(normal, tangentX)); // Convert to world Space return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); } // Geometric Shadowing function float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) { float k = (roughness * roughness) / 2.0; float GL = dotNL / (dotNL * (1.0 - k) + k); float GV = dotNV / (dotNV * (1.0 - k) + k); return GL * GV; } vec2 BRDF(float NoV, float roughness) { // Normal always points along z-axis for the 2D lookup const vec3 N = vec3(0.0, 0.0, 1.0); vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV); vec2 LUT = vec2(0.0); for(uint i = 0u; i < NUM_SAMPLES; i++) { vec2 Xi = hammersley2d(i, NUM_SAMPLES); vec3 H = importanceSample_GGX(Xi, roughness, N); vec3 L = 2.0 * dot(V, H) * H - V; float dotNL = max(dot(N, L), 0.0); float dotNV = max(dot(N, V), 0.0); float dotVH = max(dot(V, H), 0.0); float dotNH = max(dot(H, N), 0.0); if (dotNL > 0.0) { float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); float G_Vis = (G * dotVH) / (dotNH * dotNV); float Fc = pow(1.0 - dotVH, 5.0); LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis); } } return LUT / float(NUM_SAMPLES); } void main() { outColor = vec4(BRDF(inUV.s, 1.0-inUV.t), 0.0, 1.0); }