#[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); //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)); } }