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Use prefiltered radiance

This commit is contained in:
clayjohn
2022-02-16 00:54:08 -08:00
parent 7989149b91
commit 48728a79b6
7 changed files with 92 additions and 35 deletions

View File

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