Files
REM-Mod/FLARDATA/Shader/Irradiance.fp
2024-10-18 22:02:26 +02:00

47 lines
1.6 KiB
GLSL

//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
#include "ColorConversion.inc"
in vec3 WorldPos;
uniform samplerCube environmentMap;
uniform bool convertToLinear;
const float PI = 3.14159265359;
void main()
{
vec3 N = normalize(WorldPos);
vec3 irradiance = vec3(0.0);
// tangent space calculation from origin point
vec3 up = vec3(0.0, 1.0, 0.0);
vec3 right = normalize(cross(up, N));
up = normalize(cross(N, right));
float sampleDelta = 0.025;
float nrSamples = 0.0f;
for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta)
{
for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta)
{
// spherical to cartesian (in tangent space)
vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
// tangent space to world
vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N;
vec3 texColor=texture(environmentMap, sampleVec).rgb;
if(convertToLinear)
texColor=ToLinear(texColor);
irradiance += texColor * cos(theta) * sin(theta);
nrSamples++;
}
}
irradiance = PI * irradiance * (1.0 / float(nrSamples));
gl_FragColor = vec4(ToGammaCorrected(irradiance), 1.0);
}