// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #include "./Flax/Common.hlsl" #include "./Flax/BRDF.hlsl" #include "./Flax/MonteCarlo.hlsl" #include "./Flax/SH.hlsl" META_CB_BEGIN(0, Data) float2 Dummy0; int CubeFace; float SourceMipIndex; META_CB_END TextureCube Cube : register(t0); float3 UvToCubeMapUv(float2 uv) { float3 coords; if (CubeFace == 0) { coords = float3(1, -uv.y, -uv.x); } else if (CubeFace == 1) { coords = float3(-1, -uv.y, uv.x); } else if (CubeFace == 2) { coords = float3(uv.x, 1, uv.y); } else if (CubeFace == 3) { coords = float3(uv.x, -1, -uv.y); } else if (CubeFace == 4) { coords = float3(uv.x, -uv.y, 1); } else { coords = float3(-uv.x, -uv.y, -1); } return coords; } // Pixel Shader for filtring probe mip levels META_PS(true, FEATURE_LEVEL_ES2) float4 PS_FilterFace(Quad_VS2PS input) : SV_Target { float2 uv = input.TexCoord * 2 - 1; float3 cubeCoordinates = UvToCubeMapUv(uv); #define NUM_FILTER_SAMPLES 512 float3 N = normalize(cubeCoordinates); float roughness = ProbeRoughnessFromMip(SourceMipIndex); float4 filteredColor = 0; float weight = 0; LOOP for (int i = 0; i < NUM_FILTER_SAMPLES; i++) { float2 E = Hammersley(i, NUM_FILTER_SAMPLES, 0); float3 H = TangentToWorld(ImportanceSampleGGX(E, roughness).xyz, N); float3 L = 2 * dot(N, H) * H - N; float NoL = saturate(dot(N, L)); BRANCH if (NoL > 0) { filteredColor += Cube.SampleLevel(SamplerLinearClamp, L, SourceMipIndex) * NoL; weight += NoL; } } return filteredColor / max(weight, 0.001); }