procedural-3d-engine/shaders/hlsl/pbrtexture/irradiancecube.frag
2023-05-09 21:03:02 +02:00

35 lines
1 KiB
GLSL

// 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);
}