1+ #version 330 core
2+ out vec2 FragColor;
3+ in vec2 TexCoords;
4+ 5+ const float PI = 3.14159265359 ;
6+ 7+ // Importance sampling
8+ float RadicalInverse_VdC(uint bits)
9+ {
10+ bits = (bits << 16u) | (bits >> 16u);
11+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
12+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
13+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
14+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
15+ return float (bits) * 2.3283064365386963e-10 ; // / 0x100000000
16+ }
17+ vec2 Hammersley(uint i, uint N)
18+ {
19+ return vec2 (float (i)/ float (N), RadicalInverse_VdC(i));
20+ }
21+ 22+ vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
23+ {
24+ float a = roughness* roughness;
25+ 26+ float phi = 2.0 * PI * Xi.x;
27+ float cosTheta = sqrt ((1.0 - Xi.y) / (1.0 + (a* a - 1.0 ) * Xi.y));
28+ float sinTheta = sqrt (1.0 - cosTheta* cosTheta);
29+ 30+ vec3 H;
31+ H.x = cos (phi) * sinTheta;
32+ H.y = sin (phi) * sinTheta;
33+ H.z = cosTheta;
34+ 35+ vec3 up = abs (N.z) < 0.999 ? vec3 (0.0 , 0.0 , 1.0 ) : vec3 (1.0 , 0.0 , 0.0 );
36+ vec3 tangent = normalize (cross (up, N));
37+ vec3 bitangent = cross (N, tangent);
38+ 39+ vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
40+ return normalize (sampleVec);
41+ }
42+ 43+ float GeometrySchlickGGX(float NdotV, float roughness)
44+ {
45+ float a = roughness;
46+ float k = (a * a) / 2.0 ;
47+ 48+ float nom = NdotV;
49+ float denom = NdotV * (1.0 - k) + k;
50+ 51+ return nom / denom;
52+ }
53+ 54+ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
55+ {
56+ float NdotV = max (dot (N, V), 0.0 );
57+ float NdotL = max (dot (N, L), 0.0 );
58+ float ggx2 = GeometrySchlickGGX(NdotV, roughness);
59+ float ggx1 = GeometrySchlickGGX(NdotL, roughness);
60+ 61+ return ggx1 * ggx2;
62+ }
63+ 64+ vec2 IntegrateBRDF(float NdotV, float roughness)
65+ {
66+ vec3 V;
67+ V.x = sqrt (1.0 - NdotV* NdotV);
68+ V.y = 0.0 ;
69+ V.z = NdotV;
70+ 71+ float A = 0.0 ;
72+ float B = 0.0 ;
73+ 74+ vec3 N = vec3 (0.0 , 0.0 , 1.0 );
75+ 76+ const uint SAMPLE_COUNT = 1024u;
77+ for (uint i = 0u; i < SAMPLE_COUNT; ++ i)
78+ {
79+ vec2 Xi = Hammersley(i, SAMPLE_COUNT);
80+ vec3 H = ImportanceSampleGGX(Xi, N, roughness);
81+ vec3 L = normalize (2.0 * dot (V, H) * H - V);
82+ 83+ float NdotL = max (L.z, 0.0 );
84+ float NdotH = max (H.z, 0.0 );
85+ float VdotH = max (dot (V, H), 0.0 );
86+ 87+ if (NdotL > 0.0 )
88+ {
89+ float G = GeometrySmith(N, V, L, roughness);
90+ float G_Vis = (G * VdotH) / (NdotH * NdotV);
91+ float Fc = pow (1.0 - VdotH, 5.0 );
92+ 93+ A += (1.0 - Fc) * G_Vis;
94+ B += Fc * G_Vis;
95+ }
96+ }
97+ A /= float (SAMPLE_COUNT);
98+ B /= float (SAMPLE_COUNT);
99+ return vec2 (A, B);
100+ }
101+ 102+ void main()
103+ {
104+ vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
105+ FragColor = integratedBRDF;
106+ }
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