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prism/engine/shaders/irradiance.frag.glsl
2021-05-09 20:04:41 -04:00

36 lines
1.1 KiB
GLSL

layout(location = 0) in vec3 inPos;
layout(location = 0) out vec4 outColor;
layout(binding = 2) uniform samplerCube environmentSampler;
const float PI = 3.14159265359;
void main() {
vec3 N = normalize(inPos);
vec3 irradiance = vec3(0.0);
// tangent space calculation from origin point
vec3 up = vec3(0.0, 1.0, 0.0);
vec3 right = cross(up, N);
up = 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;
irradiance += texture(environmentSampler, sampleVec).rgb * cos(theta) * sin(theta);
nrSamples++;
}
}
irradiance = PI * irradiance * (1.0 / float(nrSamples));
outColor = vec4(irradiance, 1.0);
}