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#pragma BLENDER_REQUIRE(random_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
uniform samplerCube probeHdr;
uniform float roughness;
uniform float texelSize;
uniform float lodFactor;
uniform float lodMax;
uniform float paddingSize;
uniform float intensityFac;
uniform float fireflyFactor;
uniform float sampleCount;
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()
{
vec3 N, T, B, V;
vec3 R = normalize(worldPosition);
/* Isotropic assumption */
N = V = R;
make_orthonormal_basis(N, T, B); /* Generate tangent space */
/* Integrating Envmap */
float weight = 0.0;
vec3 out_radiance = vec3(0.0);
for (float i = 0; i < sampleCount; i++) {
vec3 Xi = rand2d_to_cylinder(hammersley_2d(i, sampleCount));
float pdf;
/* Microfacet normal */
vec3 H = sample_ggx(Xi, roughness, V, N, T, B, pdf);
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;
/* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html : Equation 13 */
float lod = clamp(lodFactor - 0.5 * log2(pdf * dist), 0.0, lodMax);
vec3 l_col = textureLod(probeHdr, L, lod).rgb;
/* Clamped brightness. */
float luma = max(1e-8, max_v3(l_col));
l_col *= 1.0 - max(0.0, luma - fireflyFactor) / luma;
out_radiance += l_col * NL;
weight += NL;
}
}
FragColor = vec4(intensityFac * out_radiance / weight, 1.0);
}
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