//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen //If you use the supplied shader files you may not modify them unless you state in them what you changed //and also mention the source or who the author is. //Code based on https://learnopengl.com/PBR/IBL/Specular-IBL #version 330 in vec2 TexCoords; const float PI = 3.14159265359; // ---------------------------------------------------------------------------- // http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html // efficient VanDerCorpus calculation. float RadicalInverse_VdC(uint bits) { bits = (bits << 16u) | (bits >> 16u); bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); return float(bits) * 2.3283064365386963e-10; // / 0x100000000 } // ---------------------------------------------------------------------------- vec2 Hammersley(uint i, uint N) { return vec2(float(i)/float(N), RadicalInverse_VdC(i)); } // ---------------------------------------------------------------------------- vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughnessSquared) { //float a = roughness*roughness; float a = roughnessSquared; float phi = 2.0 * PI * Xi.x; float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y)); float sinTheta = sqrt(1.0 - cosTheta*cosTheta); // from spherical coordinates to cartesian coordinates - halfway vector vec3 H; H.x = cos(phi) * sinTheta; H.y = sin(phi) * sinTheta; H.z = cosTheta; // from tangent-space H vector to world-space sample vector vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); vec3 tangent = normalize(cross(up, N)); vec3 bitangent = cross(N, tangent); vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z; return normalize(sampleVec); } // ---------------------------------------------------------------------------- float GeometrySchlickGGX(float NdotV, float roughness) { // note that we use a different k for IBL float a = roughness; float k = (a * a) / 2.0; float nom = NdotV; float denom = NdotV * (1.0 - k) + k + 0.00001; // 0.00001 to prevent divide by zero. return nom / denom; } // ---------------------------------------------------------------------------- float GeometrySmith(float NdotV, float NdotL, float roughness) { float ggx2 = GeometrySchlickGGX(NdotV, roughness); float ggx1 = GeometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } //"PBR Diffuse Lighting for GGX+Smith Microsurfaces", Earl Hammon, Jr. float GeometrySmithG2Hammon(float NdotV, float NdotL, float roughnessSquared) { float nom = 2*NdotL*NdotV; float denom = mix(2*NdotL*NdotV,NdotL+NdotV,roughnessSquared) + 0.00001; // 0.00001 to prevent divide by zero. return nom/denom; } // ---------------------------------------------------------------------------- vec2 IntegrateBRDF(float NdotV, float roughness) { vec3 V; V.x = sqrt(1.0 - NdotV*NdotV); V.y = 0.0; V.z = NdotV; float A = 0.0; float B = 0.0; vec3 N = vec3(0.0, 0.0, 1.0); float roughnessSquared = roughness*roughness; const uint SAMPLE_COUNT = 1024u; for(uint i = 0u; i < SAMPLE_COUNT; ++i) { // generates a sample vector that's biased towards the // preferred alignment direction (importance sampling). vec2 Xi = Hammersley(i, SAMPLE_COUNT); vec3 H = ImportanceSampleGGX(Xi, N, roughnessSquared); vec3 L = normalize(2.0 * dot(V, H) * H - V); float NdotL = max(L.z, 0.0); if(NdotL > 0.0) { float NdotH = max(H.z, 0.0); float VdotH = max(dot(V, H), 0.0); //float G = GeometrySmith(NdotV, NdotL, roughness); float G = GeometrySmithG2Hammon(NdotV, NdotL, roughnessSquared); float G_Vis = (G * VdotH) / (NdotH * NdotV); float Fc = pow(1.0 - VdotH, 5.0); A += (1.0 - Fc) * G_Vis; B += Fc * G_Vis; } } A /= float(SAMPLE_COUNT); B /= float(SAMPLE_COUNT); return vec2(A, B); } // ---------------------------------------------------------------------------- void main() { vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y); gl_FragColor.rg = integratedBRDF; }