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authorBastiaan Olij <mux213@gmail.com>2022-06-17 13:55:23 +1000
committerBastiaan Olij <mux213@gmail.com>2022-06-24 18:04:28 +1000
commit6224b003655df4dbae2b5dc1f45473edfdbda10f (patch)
tree85cb7c370f5040ec9f4c2fc1c5bbd1ff831b7be4 /servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl
parent051fb86fb0061acc2441eeb60a13cde671b8c092 (diff)
Moved cube_to_dp and cubemap logic into CopyEffects
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl')
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl63
1 files changed, 63 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl
new file mode 100644
index 0000000000..1d46f59408
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl
@@ -0,0 +1,63 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define GROUP_SIZE 8
+
+layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform samplerCube source_cube;
+
+layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
+
+#include "cubemap_roughness_inc.glsl"
+
+void main() {
+ uvec3 id = gl_GlobalInvocationID;
+ id.z += params.face_id;
+
+ vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
+ vec3 N = texelCoordToVec(uv, id.z);
+
+ if (params.use_direct_write) {
+ imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
+ } 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 = 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(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;
+ }
+ }
+ sum /= sum.a;
+
+ imageStore(dest_cubemap, ivec3(id), vec4(sum.rgb, 1.0));
+ }
+}