uniform samplerCube probeHdr; uniform float roughnessSquared; uniform float texelSize; uniform float lodFactor; uniform float lodMax; uniform float paddingSize; in vec3 worldPosition; out vec4 FragColor; vec3 octahedral_to_cubemap_proj(vec2 co) { co = co * 2.0 - 1.0; vec2 abs_co = abs(co); vec3 v = vec3(co, 1.0 - (abs_co.x + abs_co.y)); if ( abs_co.x + abs_co.y > 1.0 ) { v.xy = (abs(co.yx) - 1.0) * -sign(co.xy); } return v; } void main() { vec2 uvs = gl_FragCoord.xy * texelSize; /* Add a N pixel border to ensure filtering is correct * for N mipmap levels. */ uvs += uvs * texelSize * paddingSize * 2.0; uvs -= texelSize * paddingSize; /* edge mirroring : only mirror if directly adjacent * (not diagonally adjacent) */ vec2 m = abs(uvs - 0.5) + 0.5; vec2 f = floor(m); if (f.x - f.y != 0.0) { uvs = 1.0 - uvs; } /* clamp to [0-1] */ uvs = fract(uvs); /* get cubemap vector */ vec3 cubevec = octahedral_to_cubemap_proj(uvs); vec3 N, T, B, V; vec3 R = normalize(cubevec); /* Isotropic assumption */ N = V = R; make_orthonormal_basis(N, T, B); /* Generate tangent space */ /* Noise to dither the samples */ /* Note : ghosting is better looking than noise. */ // setup_noise(); /* Integrating Envmap */ float weight = 0.0; vec3 out_radiance = vec3(0.0); for (float i = 0; i < sampleCount; i++) { vec3 H = sample_ggx(i, roughnessSquared, N, T, B); /* Microfacet normal */ vec3 L = -reflect(V, H); float NL = dot(N, L); if (NL > 0.0) { float NH = max(1e-8, dot(N, H)); /* cosTheta */ /* Coarse Approximation of the mapping distortion * Unit Sphere -> Cubemap Face */ const float dist = 4.0 * M_PI / 6.0; float pdf = pdf_ggx_reflect(NH, roughnessSquared); /* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html : Equation 13 */ float lod = clamp(lodFactor - 0.5 * log2(pdf * dist), 0.0, lodMax) ; out_radiance += textureLod(probeHdr, L, lod).rgb * NL; weight += NL; } } FragColor = vec4(out_radiance / weight, 1.0); }