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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-07-27 12:39:58 +0200
committerGitHub <noreply@github.com>2022-07-27 12:39:58 +0200
commitd7a1acd229f5b4b358a6cbdf4557ce6fb478a9fe (patch)
treeb22ac1555ec845c27b639b442ef19a5abb7b14b5 /drivers/gles3/shaders
parent663195f36a2d62d6ca8abc73e6a6b42f0560820f (diff)
parent88830509d1755921ad5f338c45289102c06d4166 (diff)
Merge pull request #62364 from clayjohn/GLES3-sky-optimization
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl88
1 files changed, 11 insertions, 77 deletions
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index ebf0c08ec4..57f0d7d0b8 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -29,19 +29,15 @@ uniform samplerCube source_cube; //texunit:0
/* clang-format on */
uniform int face_id;
-uniform float roughness;
-uniform float face_size;
-uniform int sample_count;
-//Todo, profile on low end hardware to see if fixed loop is faster
-#ifdef USE_FIXED_SAMPLES
-#define FIXED_SAMPLE_COUNT 32
+#ifndef MODE_DIRECT_WRITE
+uniform int sample_count;
+uniform vec4 sample_directions_mip[MAX_SAMPLE_COUNT];
+uniform float weight;
#endif
in highp vec2 uv_interp;
-uniform sampler2D radical_inverse_vdc_cache; // texunit:1
-
layout(location = 0) out vec4 frag_color;
#define M_PI 3.14159265359
@@ -93,48 +89,6 @@ vec3 texelCoordToVec(vec2 uv, int faceID) {
return normalize(result);
}
-vec3 ImportanceSampleGGX(vec2 xi, float roughness4) {
- // Compute distribution direction
- float Phi = 2.0 * M_PI * xi.x;
- float CosTheta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y));
- float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
-
- // Convert to spherical direction
- vec3 H;
- H.x = SinTheta * cos(Phi);
- H.y = SinTheta * sin(Phi);
- H.z = CosTheta;
-
- return H;
-}
-
-float DistributionGGX(float NdotH, float roughness4) {
- float NdotH2 = NdotH * NdotH;
- float denom = (NdotH2 * (roughness4 - 1.0) + 1.0);
- denom = M_PI * denom * denom;
-
- return roughness4 / denom;
-}
-
-// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float GGX(float NdotV, float a) {
- float k = a / 2.0;
- return NdotV / (NdotV * (1.0 - k) + k);
-}
-
-// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float G_Smith(float a, float nDotV, float nDotL) {
- return GGX(nDotL, a * a) * GGX(nDotV, a * a);
-}
-
-float radical_inverse_VdC(int i) {
- return texture(radical_inverse_vdc_cache, vec2(float(i) / 512.0, 0.0)).x;
-}
-
-vec2 Hammersley(int i, int N) {
- return vec2(float(i) / float(N), radical_inverse_VdC(i));
-}
-
void main() {
vec3 color = vec3(0.0);
vec2 uv = uv_interp;
@@ -145,9 +99,6 @@ void main() {
#else
vec4 sum = vec4(0.0);
- float solid_angle_texel = 4.0 * M_PI / (6.0 * face_size * face_size);
- float roughness2 = roughness * 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));
@@ -155,32 +106,15 @@ void main() {
T[2] = N;
for (int sample_num = 0; sample_num < sample_count; sample_num++) {
- vec2 xi = Hammersley(sample_num, sample_count);
-
- 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) {
- float D = DistributionGGX(NdotH, roughness4);
- float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
-
- float solid_angle_sample = 1.0 / (float(sample_count) * pdf + 0.0001);
-
- float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
-
- vec3 val = textureLod(source_cube, L, mipLevel).rgb;
- // Mix using linear
- val = srgb_to_linear(val);
-
- sum.rgb += val * NdotL;
- sum.a += NdotL;
- }
+ vec4 sample = sample_directions_mip[sample_num];
+ vec3 L = T * sample.xyz;
+ vec3 val = textureLod(source_cube, L, sample.w).rgb;
+ // Mix using linear
+ val = srgb_to_linear(val);
+ sum.rgb += val * sample.z;
}
- sum /= sum.a;
+ sum /= weight;
sum.rgb = linear_to_srgb(sum.rgb);
frag_color = vec4(sum.rgb, 1.0);