/** * * RenderPipeline * * Copyright (c) 2014-2016 tobspr * * 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)); }