90 lines
2.9 KiB
GLSL
90 lines
2.9 KiB
GLSL
#version 450
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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layout (constant_id = 0) const uint NUM_SAMPLES = 1024u;
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const float PI = 3.1415926536;
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// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
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float random(vec2 co)
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{
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float a = 12.9898;
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float b = 78.233;
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float c = 43758.5453;
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float dt= dot(co.xy ,vec2(a,b));
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float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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vec2 hammersley2d(uint i, uint N)
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{
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// Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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uint bits = (i << 16u) | (i >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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float rdi = float(bits) * 2.3283064365386963e-10;
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return vec2(float(i) /float(N), rdi);
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}
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// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
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vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
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{
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// Maps a 2D point to a hemisphere with spread based on roughness
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float alpha = roughness * roughness;
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float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1;
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float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
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vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
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// Tangent space
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vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 tangentX = normalize(cross(up, normal));
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vec3 tangentY = normalize(cross(normal, tangentX));
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// Convert to world Space
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return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
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}
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// Geometric Shadowing function
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float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
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{
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float k = (roughness * roughness) / 2.0;
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float GL = dotNL / (dotNL * (1.0 - k) + k);
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float GV = dotNV / (dotNV * (1.0 - k) + k);
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return GL * GV;
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}
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vec2 BRDF(float NoV, float roughness)
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{
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// Normal always points along z-axis for the 2D lookup
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const vec3 N = vec3(0.0, 0.0, 1.0);
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vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV);
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vec2 LUT = vec2(0.0);
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for(uint i = 0u; i < NUM_SAMPLES; i++) {
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vec2 Xi = hammersley2d(i, NUM_SAMPLES);
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vec3 H = importanceSample_GGX(Xi, roughness, N);
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vec3 L = 2.0 * dot(V, H) * H - V;
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float dotNL = max(dot(N, L), 0.0);
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float dotNV = max(dot(N, V), 0.0);
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float dotVH = max(dot(V, H), 0.0);
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float dotNH = max(dot(H, N), 0.0);
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if (dotNL > 0.0) {
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float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
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float G_Vis = (G * dotVH) / (dotNH * dotNV);
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float Fc = pow(1.0 - dotVH, 5.0);
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LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis);
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}
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}
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return LUT / float(NUM_SAMPLES);
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}
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void main()
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{
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outColor = vec4(BRDF(inUV.s, inUV.t), 0.0, 1.0);
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} |