#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) #pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl) uniform float sampleCount; out vec2 FragColor; void main() { /* Make sure coordinates are covering the whole [0..1] range at texel center. */ float y = floor(gl_FragCoord.y) / (LUT_SIZE - 1); float x = floor(gl_FragCoord.x) / (LUT_SIZE - 1); float NV = clamp(1.0 - y * y, 1e-4, 0.9999); float a = x * x; float a2 = clamp(a * a, 1e-4, 0.9999); vec3 V = vec3(sqrt(1.0 - NV * NV), 0.0, NV); /* Integrating BRDF */ float brdf_accum = 0.0; float fresnel_accum = 0.0; for (float j = 0.0; j < sampleCount; j++) { for (float i = 0.0; i < sampleCount; i++) { vec3 Xi = (vec3(i, j, 0.0) + 0.5) / sampleCount; Xi.yz = vec2(cos(Xi.y * M_2PI), sin(Xi.y * M_2PI)); /* Microfacet normal */ vec3 H = sample_ggx(Xi, a, V); vec3 L = -reflect(V, H); float NL = L.z; if (NL > 0.0) { float NH = max(H.z, 0.0); float VH = max(dot(V, H), 0.0); float G1_v = G1_Smith_GGX_opti(NV, a2); float G1_l = G1_Smith_GGX_opti(NL, a2); /* See G1_Smith_GGX_opti for explanations. */ float G_smith = 4.0 * NV * NL / (G1_v * G1_l); float brdf = (G_smith * VH) / (NH * NV); /* Follow maximum specular value for principled bsdf. */ const float specular = 1.0; const float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0; float fresnel = F_eta(eta, VH); float Fc = F_color_blend(eta, fresnel, vec3(0)).r; brdf_accum += (1.0 - Fc) * brdf; fresnel_accum += Fc * brdf; } } } brdf_accum /= sampleCount * sampleCount; fresnel_accum /= sampleCount * sampleCount; FragColor = vec2(brdf_accum, fresnel_accum); }