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- #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);
- }
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