uniform float a2; out vec4 FragColor; void main() { vec3 N, T, B, V; float x = gl_FragCoord.x / BRDF_LUT_SIZE; float y = gl_FragCoord.y / BRDF_LUT_SIZE; /* There is little variation if ior > 1.0 so we * maximize LUT precision for ior < 1.0 */ x = x * 1.1; float ior = (x > 1.0) ? ior_from_f0((x - 1.0) * 10.0) : sqrt(x); float NV = (1.0 - (clamp(y, 1e-4, 0.9999))); 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 BTDF */ float btdf_accum = 0.0; for (float i = 0.0; i < sampleCount; i++) { vec3 H = sample_ggx(i, a2, N, T, B); /* Microfacet normal */ float VH = dot(V, H); /* Check if there is total internal reflections. */ float c = abs(VH); float g = ior * ior - 1.0 + c * c; float eta = 1.0 / ior; if (dot(H, V) < 0.0) { H = -H; eta = ior; } vec3 L = refract(-V, H, eta); float NL = -dot(N, L); if ((NL > 0.0) && (g > 0.0)) { float LH = dot(L, H); float G1_l = NL * 2.0 / G1_Smith_GGX(NL, a2); /* Balancing the adjustments made in G1_Smith */ /* btdf = abs(VH*LH) * (ior*ior) * D * G(V) * G(L) / (Ht2 * NV) * pdf = (VH * abs(LH)) * (ior*ior) * D * G(V) / (Ht2 * NV) */ float btdf = G1_l * abs(VH * LH) / (VH * abs(LH)); btdf_accum += btdf; } } btdf_accum /= sampleCount; FragColor = vec4(btdf_accum, 0.0, 0.0, 1.0); }