X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=brdffrag.glsl;fp=brdffrag.glsl;h=93403de59ea5e6c7301206ef1d125821cdeaf63b;hp=0000000000000000000000000000000000000000;hb=d80972d96e5fcd444657f937ab2700039efa83d2;hpb=9e43c799021b7bcca324b988aae44e98b05d10b4 diff --git a/brdffrag.glsl b/brdffrag.glsl new file mode 100644 index 0000000..93403de --- /dev/null +++ b/brdffrag.glsl @@ -0,0 +1,90 @@ +#version 330 + +in vec2 texCoords; +out vec4 fragColor; + +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)); +} + +float geometrySchlickGGX(float NdotV, float roughness) { + float a = roughness * roughness; + float k = (a * a) / 2.f; + + return NdotV / (NdotV * (1.f - k) + k); +} + +float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { + float ggx1 = geometrySchlickGGX(max(dot(N, L), 0.f), roughness); + float ggx2 = geometrySchlickGGX(max(dot(N, V), 0.f), roughness); + return ggx1 * ggx2; +} + +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); +} + +vec2 integrateBRDF(float NdotV, float roughness) { + vec3 V = vec3(sqrt(1.f - NdotV * NdotV), 0.f, NdotV); + + float A = 0, B = 0; + + vec3 N = vec3(0, 0, 1); + + const uint sampleCount = 1024u; + 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(L.z, 0.f); + float NdotH = max(H.z, 0.f); + float VdotH = max(dot(V, H), 0.f); + + if (NdotL > 0) { + float G = geometrySmith(N, V, L, roughness); + float Gvis = (G * VdotH) / (NdotH * NdotV); + float Fc = pow(1.f - VdotH, 5.f); + + A += (1.f - Fc) * Gvis; + B += Fc * Gvis; + } + } + + A /= float(sampleCount); + B /= float(sampleCount); + + return vec2(A, B); +} + +void main() { + fragColor = vec4(integrateBRDF(texCoords.x, texCoords.y), 0, 0); +} + +