/******************************************************************************************* * * rPBR [shader] - Irradiance cubemap fragment shader * * Copyright (c) 2017 Victor Fisac * **********************************************************************************************/ #version 330 // Input vertex attributes (from vertex shader) in vec3 fragPosition; // Input uniform values uniform samplerCube environmentMap; // Constant values const float PI = 3.14159265359f; // Output fragment color out vec4 finalColor; void main() { // The sample direction equals the hemisphere's orientation vec3 normal = normalize(fragPosition); vec3 irradiance = vec3(0.0); vec3 up = vec3(0.0, 1.0, 0.0); vec3 right = cross(up, normal); up = cross(normal, right); float sampleDelta = 0.025f; float nrSamples = 0.0f; for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta) { for (float theta = 0.0; theta < 0.5*PI; theta += sampleDelta) { // Spherical to cartesian (in tangent space) vec3 tangentSample = vec3(sin(theta)*cos(phi), sin(theta)*sin(phi), cos(theta)); // tangent space to world vec3 sampleVec = tangentSample.x*right + tangentSample.y*up + tangentSample.z*normal; // Fetch color from environment cubemap irradiance += texture(environmentMap, sampleVec).rgb*cos(theta)*sin(theta); nrSamples++; } } // Calculate irradiance average value from samples irradiance = PI*irradiance*(1.0/float(nrSamples)); // Calculate final fragment color finalColor = vec4(irradiance, 1.0); }