EG/RenderPipelineFile/rpcore/shader/ibl/cubemap_diffuse.frag.glsl
2025-12-12 16:16:15 +08:00

68 lines
2.4 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/importance_sampling.inc.glsl"
#pragma include "includes/poisson_disk.inc.glsl"
#pragma include "includes/noise.inc.glsl"
#pragma optionNV (unroll all)
uniform samplerCube SourceCubemap;
uniform writeonly imageCube RESTRICT DestCubemap;
uniform int cubeSize;
void main() {
const int sample_count = 64;
// Get cubemap coordinate
ivec2 coord = ivec2(gl_FragCoord.xy);
ivec2 clamped_coord; int face;
vec3 n = texcoord_to_cubemap(cubeSize, coord, clamped_coord, face);
// Convert normal to spherical coordinates
float theta, phi;
vector_to_spherical(n, theta, phi);
// Get tangent and binormal
vec3 tangent, binormal;
find_arbitrary_tangent(n, tangent, binormal);
vec3 accum = vec3(0);
for (int i = 0; i < sample_count; ++i)
{
vec2 xi = hammersley(i, sample_count);
vec3 offset = importance_sample_lambert(xi);
offset = normalize(tangent * offset.x + binormal * offset.y + n * offset.z);
accum += textureLod(SourceCubemap, offset, 0).xyz;
}
accum /= sample_count;
imageStore(DestCubemap, ivec3(clamped_coord, face), vec4(accum, 1));
}