#version 330 in vec3 localPos, normal; out vec4 fragColor; uniform samplerCube environmentMap; uniform float roughness; const float PI = 3.14159265359; //TODO: Put this in a separate shader program float radicalInverse(uint bits) { bits = (bits << 16u) | (bits >> 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); return float(bits) * 2.3283064365386963e-10; } vec2 hammersley(uint i, uint N) { return vec2(float(i) / float(N), radicalInverse(i)); } vec3 importanceSampleGGX(vec2 Xi, vec3 N, float roughness) { float a = roughness * roughness; float phi = 2.f * PI * Xi.x; float cosTheta = sqrt((1.f - Xi.y) / (1.f + (a * a - 1.f) * Xi.y)); float sinTheta = sqrt(1.f - cosTheta * cosTheta); // spherical -> cartesian vec3 H = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta); vec3 up = abs(N.z) < 0.999 ? vec3(0, 0, 1) : vec3(1, 0, 0); vec3 tangent = normalize(cross(up, N)); vec3 bitangent = cross(N, tangent); vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z; return normalize(sampleVec); } void main() { vec3 N = normalize(localPos); // approximate view direction - no grazing specular reflections vec3 R = N; vec3 V = R; const uint sampleCount = 1024u; float totalWeight = 0; vec3 prefilteredColor = vec3(0); for (uint i = 0u; i < sampleCount; i++) { vec2 Xi = hammersley(i, sampleCount); vec3 H = importanceSampleGGX(Xi, N, roughness); vec3 L = normalize(2.f * dot(V, H) * H - V); float NdotL = max(dot(N, L), 0.f); if (NdotL > 0) { prefilteredColor += texture(environmentMap, L).rgb * NdotL; totalWeight += NdotL; } } prefilteredColor = prefilteredColor / totalWeight; fragColor = vec4(prefilteredColor, 1.f); }