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