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- /*******************************************************************************************
- *
- * rPBR [shader] - Irradiance cubemap fragment shader
- *
- * Copyright (c) 2017 Victor Fisac
- *
- **********************************************************************************************/
-
- #version 330
-
- // Input vertex attributes (from vertex shader)
- in vec3 fragPos;
-
- // Input uniform values
- uniform samplerCube environmentMap;
-
- // Constant values
- const float PI = 3.14159265359f;
-
- // Output fragment color
- out vec4 finalColor;
-
- void main()
- {
- // The sample direction equals the hemisphere's orientation
- vec3 normal = normalize(fragPos);
-
- vec3 irradiance = vec3(0.0);
-
- vec3 up = vec3(0.0, 1.0, 0.0);
- vec3 right = cross(up, normal);
- up = cross(normal, right);
-
- float sampleDelta = 0.025f;
- 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*normal;
-
- // Fetch color from environment cubemap
- irradiance += texture(environmentMap, sampleVec).rgb*cos(theta)*sin(theta);
- nrSamples++;
- }
- }
-
- // Calculate irradiance average value from samples
- irradiance = PI*irradiance*(1.0/float(nrSamples));
-
- // Calculate final fragment color
- finalColor = vec4(irradiance, 1.0);
- }
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