cubemap_roughness.glsl 1.8 KB

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  1. #[compute]
  2. #version 450
  3. #VERSION_DEFINES
  4. #define GROUP_SIZE 8
  5. layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
  6. layout(set = 0, binding = 0) uniform samplerCube source_cube;
  7. layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
  8. #include "cubemap_roughness_inc.glsl"
  9. void main() {
  10. uvec3 id = gl_GlobalInvocationID;
  11. id.z += params.face_id;
  12. vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
  13. vec3 N = texelCoordToVec(uv, id.z);
  14. if (params.use_direct_write) {
  15. imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
  16. } else {
  17. vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
  18. float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size);
  19. float roughness2 = params.roughness * params.roughness;
  20. float roughness4 = roughness2 * roughness2;
  21. vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
  22. mat3 T;
  23. T[0] = normalize(cross(UpVector, N));
  24. T[1] = cross(N, T[0]);
  25. T[2] = N;
  26. for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
  27. vec2 xi = Hammersley(sampleNum, params.sample_count);
  28. vec3 H = T * ImportanceSampleGGX(xi, roughness4);
  29. float NdotH = dot(N, H);
  30. vec3 L = (2.0 * NdotH * H - N);
  31. float ndotl = clamp(dot(N, L), 0.0, 1.0);
  32. if (ndotl > 0.0) {
  33. float D = DistributionGGX(NdotH, roughness4);
  34. float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
  35. float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
  36. float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
  37. sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl;
  38. sum.a += ndotl;
  39. }
  40. }
  41. sum /= sum.a;
  42. imageStore(dest_cubemap, ivec3(id), vec4(sum.rgb, 1.0));
  43. }
  44. }