Adding ViroKit. Needs AWSCore :(
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106
mobile/ios/ViroKit.framework/brdf_fsh.glsl
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106
mobile/ios/ViroKit.framework/brdf_fsh.glsl
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#version 300 es
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out highp vec4 frag_color;
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in highp vec2 v_texcoord;
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const highp float PI = 3.14159265359;
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highp float vanDerCorpus(uint n, uint base) {
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highp float invBase = 1.0 / float(base);
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highp float denom = 1.0;
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highp float result = 0.0;
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for(uint i = 0u; i < 32u; ++i) {
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if(n > 0u) {
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denom = mod(float(n), 2.0);
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result += denom * invBase;
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invBase = invBase / 2.0;
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n = uint(float(n) / 2.0);
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}
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}
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return result;
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}
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highp vec2 hammersley_no_bitOps(uint i, uint N) {
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return vec2(float(i)/float(N), vanDerCorpus(i, 2u));
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}
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highp vec3 importance_sample_ggx(highp vec2 Xi, highp vec3 N, highp float roughness) {
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highp float a = roughness*roughness;
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highp float phi = 2.0 * PI * Xi.x;
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highp float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
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highp float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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// from spherical coordinates to cartesian coordinates - halfway vector
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highp vec3 H;
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H.x = cos(phi) * sinTheta;
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H.y = sin(phi) * sinTheta;
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H.z = cosTheta;
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// from tangent-space H vector to world-space sample vector
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highp vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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highp vec3 tangent = normalize(cross(up, N));
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highp vec3 bitangent = cross(N, tangent);
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highp vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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return normalize(sampleVec);
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}
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highp float geometry_schlick_ggx(highp float nDotV, highp float roughness) {
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// note that we use a different k for IBL
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highp float a = roughness;
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highp float k = (a * a) / 2.0;
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highp float nom = nDotV;
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highp float denom = nDotV * (1.0 - k) + k;
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return nom / denom;
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}
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highp float geometry_smith(highp vec3 N, highp vec3 V, highp vec3 L, highp float roughness) {
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highp float nDotV = max(dot(N, V), 0.0);
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highp float nDotL = max(dot(N, L), 0.0);
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highp float ggx2 = geometry_schlick_ggx(nDotV, roughness);
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highp float ggx1 = geometry_schlick_ggx(nDotL, roughness);
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return ggx1 * ggx2;
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}
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highp vec2 integrate_brf(highp float nDotV, highp float roughness) {
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highp vec3 V;
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V.x = sqrt(1.0 - nDotV*nDotV);
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V.y = 0.0;
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V.z = nDotV;
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highp float A = 0.0;
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highp float B = 0.0;
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highp vec3 N = vec3(0.0, 0.0, 1.0);
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const uint SAMPLE_COUNT = 256u;
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for(uint i = 0u; i < SAMPLE_COUNT; ++i) {
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// generates a sample vector that's biased towards the
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// preferred alignment direction (importance sampling).
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highp vec2 Xi = hammersley_no_bitOps(i, SAMPLE_COUNT);
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highp vec3 H = importance_sample_ggx(Xi, N, roughness);
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highp vec3 L = normalize(2.0 * dot(V, H) * H - V);
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highp float nDotL = max(L.z, 0.0);
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highp float NdotH = max(H.z, 0.0);
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highp float VdotH = max(dot(V, H), 0.0);
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if(nDotL > 0.0) {
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highp float G = geometry_smith(N, V, L, roughness);
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highp float G_Vis = (G * VdotH) / (NdotH * nDotV);
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highp float Fc = pow(1.0 - VdotH, 5.0);
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A += (1.0 - Fc) * G_Vis;
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B += Fc * G_Vis;
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}
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}
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A /= float(SAMPLE_COUNT);
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B /= float(SAMPLE_COUNT);
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return vec2(A, B);
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}
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void main() {
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highp vec2 integratedBRDF = integrate_brf(v_texcoord.x, v_texcoord.y);
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frag_color = vec4 (integratedBRDF.x, integratedBRDF.y , 0.0, 1.0);
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}
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