// Copyright 2020 Google LLC TextureCube textureEnv : register(t0); SamplerState samplerEnv : register(s0); struct PushConsts { [[vk::offset(64)]] float deltaPhi; [[vk::offset(68)]] float deltaTheta; }; [[vk::push_constant]]PushConsts consts; #define PI 3.1415926535897932384626433832795 float4 main([[vk::location(0)]] float3 inPos : TEXCOORD0) : SV_TARGET { float3 N = normalize(inPos); float3 up = float3(0.0, 1.0, 0.0); float3 right = normalize(cross(up, N)); up = cross(N, right); const float TWO_PI = PI * 2.0; const float HALF_PI = PI * 0.5; float3 color = float3(0.0, 0.0, 0.0); uint sampleCount = 0u; for (float phi = 0.0; phi < TWO_PI; phi += consts.deltaPhi) { for (float theta = 0.0; theta < HALF_PI; theta += consts.deltaTheta) { float3 tempVec = cos(phi) * right + sin(phi) * up; float3 sampleVector = cos(theta) * N + sin(theta) * tempVec; color += textureEnv.Sample(samplerEnv, sampleVector).rgb * cos(theta) * sin(theta); sampleCount++; } } return float4(PI * color / float(sampleCount), 1.0); }