This is a huge change, and basically breaks everything (as per usual!) First of, this includes stuff like shaders so anything involving those are broken and then fixed. A new BuildAssets cmake file is added to aid in running AssetCompiler, and it seems to work fine on the engine base assets. The File API will eventually be revamped to handle this new way of organizing the files and domains will eventually be gotten rid of all together since I probably will replace it with game directory priorities. As it stands right now, there isn't a way to easily replace say - render_options.cfg with your own game-specific version. Apple builds are probably broken by this commit (since I'm moving around content and shader directories) to be fixed later.
48 lines
1.3 KiB
GLSL
48 lines
1.3 KiB
GLSL
#include "common.nocompile.glsl"
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layout(location = 0) in vec2 inUV;
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layout(location = 0) out vec2 outColor;
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vec2 IntegrateBRDF(float NdotV, float roughness) {
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vec3 V;
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V.x = sqrt(1.0 - NdotV*NdotV);
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V.y = 0.0;
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V.z = NdotV;
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float A = 0.0;
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float B = 0.0;
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const vec3 N = vec3(0.0, 0.0, 1.0);
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const uint SAMPLE_COUNT = 1024u;
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for(uint i = 0u; i < SAMPLE_COUNT; ++i) {
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// generates a sample vector that's biased towards the
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// preferred alignment direction (importance sampling).
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const vec2 Xi = hammersley(i, SAMPLE_COUNT);
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const vec3 H = importance_sample_ggx(Xi, N, roughness);
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const vec3 L = 2.0 * dot(V, H) * H - V;
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const float NdotL = max(L.z, 0.0);
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const float NdotH = max(H.z, 0.0);
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const float VdotH = max(dot(V, H), 0.0);
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if(NdotL > 0.0) {
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const float G = geometry_smith(N, V, L, roughness);
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const float G_Vis = (G * VdotH) / (NdotH * NdotV);
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const float Fc = pow(1.0 - VdotH, 5.0);
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A += (1.0 - Fc) * G_Vis;
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B += Fc * G_Vis;
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}
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}
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A /= float(SAMPLE_COUNT);
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B /= float(SAMPLE_COUNT);
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return vec2(A, B);
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}
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void main() {
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outColor = IntegrateBRDF(inUV.x, inUV.y);
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}
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