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-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl142
1 files changed, 142 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
new file mode 100644
index 0000000000..5cbb00baa4
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
@@ -0,0 +1,142 @@
+#[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;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ uint face_id;
+ uint sample_count;
+ float roughness;
+ bool use_direct_write;
+ float face_size;
+}
+params;
+
+#define M_PI 3.14159265359
+
+vec3 texelCoordToVec(vec2 uv, uint faceID) {
+ mat3 faceUvVectors[6];
+
+ // -x
+ faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
+ faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
+
+ // +x
+ faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
+ faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
+
+ // -y
+ faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
+ faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
+
+ // +y
+ faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
+ faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
+
+ // -z
+ faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
+ faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
+
+ // +z
+ faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
+
+ // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
+ vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
+ return normalize(result);
+}
+
+vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
+ float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
+
+ // Compute distribution direction
+ float Phi = 2.0 * M_PI * Xi.x;
+ float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 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;
+
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 TangentX = normalize(cross(UpVector, N));
+ vec3 TangentY = cross(N, TangentX);
+
+ // Tangent to world space
+ return TangentX * H.x + TangentY * H.y + N * H.z;
+}
+
+// http://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);
+}
+
+// http://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 radicalInverse_VdC(uint bits) {
+ bits = (bits << 16u) | (bits >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
+}
+
+vec2 Hammersley(uint i, uint N) {
+ return vec2(float(i) / float(N), radicalInverse_VdC(i));
+}
+
+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);
+
+ //vec4 color = color_interp;
+
+ 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);
+
+ for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
+ vec2 xi = Hammersley(sampleNum, params.sample_count);
+
+ vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
+ vec3 V = N;
+ vec3 L = (2.0 * dot(V, H) * H - V);
+
+ float ndotl = clamp(dot(N, L), 0.0, 1.0);
+
+ if (ndotl > 0.0) {
+ sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ sum.a += ndotl;
+ }
+ }
+ sum /= sum.a;
+
+ imageStore(dest_cubemap, ivec3(id), vec4(sum.rgb, 1.0));
+ }
+}