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