#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl) out vec4 FragColor; void main() { vec3 N, T, B, V; float NV = (1.0 - (clamp(gl_FragCoord.y / b, 1e-4, 0.9999))); float sqrtRoughness = clamp(gl_FragCoord.x / LUT_SIZE, 1e-4, 0.9999); float a = sqrtRoughness * sqrtRoughness; float a2 = a * a; N = vec3(0.0, 0.0, 1.0); T = vec3(1.0, 0.0, 0.0); B = vec3(0.0, 1.0, 0.0); V = vec3(sqrt(1.0 - NV * NV), 0.0, NV); setup_noise(); /* Integrating BRDF */ float brdf_accum = 0.0; float fresnel_accum = 0.0; for (float i = 0; i < sampleCount; i++) { vec3 H = sample_ggx(i, a2, N, T, B); /* Microfacet normal */ 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(NV, a2); float G1_l = G1_Smith_GGX(NL, a2); float G_smith = 4.0 * NV * NL / (G1_v * G1_l); /* See G1_Smith_GGX for explanations. */ float brdf = (G_smith * VH) / (NH * NV); float Fc = pow(1.0 - VH, 5.0); brdf_accum += (1.0 - Fc) * brdf; fresnel_accum += Fc * brdf; } } brdf_accum /= sampleCount; fresnel_accum /= sampleCount; FragColor = vec4(brdf_accum, fresnel_accum, 0.0, 1.0); }