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Use prefiltered radiance
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@@ -42,17 +42,33 @@ void main() {
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} else {
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size);
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float roughness2 = params.roughness * params.roughness;
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float roughness4 = roughness2 * roughness2;
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vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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mat3 T;
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T[0] = normalize(cross(UpVector, N));
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T[1] = cross(N, T[0]);
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T[2] = N;
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for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
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vec2 xi = Hammersley(sampleNum, params.sample_count);
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vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
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vec3 V = N;
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vec3 L = (2.0 * dot(V, H) * H - V);
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vec3 H = T * ImportanceSampleGGX(xi, roughness4);
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float NdotH = dot(N, H);
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vec3 L = (2.0 * NdotH * H - N);
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float ndotl = clamp(dot(N, L), 0.0, 1.0);
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if (ndotl > 0.0) {
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sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
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float D = DistributionGGX(NdotH, roughness4);
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float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
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float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
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float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
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sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl;
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sum.a += ndotl;
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}
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}
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