ADD: IBL glsl cleaning
This commit is contained in:
@@ -1,21 +1,11 @@
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#version 450
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#extension GL_GOOGLE_include_directive : require
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#include "input_structures.glsl"
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#include "ibl_common.glsl"
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layout(location=0) in vec2 inUV;
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layout(location=0) out vec4 outColor;
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// IBL specular equirect 2D (LOD 0 for background)
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layout(set=3, binding=0) uniform sampler2D iblSpec2D;
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vec2 dir_to_equirect(vec3 d)
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{
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d = normalize(d);
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float phi = atan(d.z, d.x);
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float theta = acos(clamp(d.y, -1.0, 1.0));
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return vec2(phi * (0.15915494309) + 0.5, theta * (0.31830988618));
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}
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void main()
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{
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// Reconstruct world-space direction from screen UV
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@@ -2,6 +2,7 @@
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_ray_query : require
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#include "input_structures.glsl"
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#include "ibl_common.glsl"
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layout(location=0) in vec2 inUV;
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layout(location=0) out vec4 outColor;
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@@ -10,33 +11,6 @@ layout(set=1, binding=0) uniform sampler2D posTex;
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layout(set=1, binding=1) uniform sampler2D normalTex;
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layout(set=1, binding=2) uniform sampler2D albedoTex;
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layout(set=2, binding=0) uniform sampler2D shadowTex[4];
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// IBL (set=3): specular prefiltered cube, diffuse irradiance cube, BRDF LUT
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layout(set=3, binding=0) uniform sampler2D iblSpec2D;
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layout(set=3, binding=1) uniform sampler2D iblBRDF;
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layout(std140, set=3, binding=2) uniform IBL_SH { vec4 sh[9]; } iblSH;
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vec3 sh_eval_irradiance(vec3 n)
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{
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float x=n.x, y=n.y, z=n.z;
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const float c0=0.2820947918;
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const float c1=0.4886025119;
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const float c2=1.0925484306;
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const float c3=0.3153915653;
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const float c4=0.5462742153;
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float Y[9];
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Y[0]=c0; Y[1]=c1*y; Y[2]=c1*z; Y[3]=c1*x; Y[4]=c2*x*y; Y[5]=c2*y*z; Y[6]=c3*(3.0*z*z-1.0); Y[7]=c2*x*z; Y[8]=c4*(x*x-y*y);
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vec3 r=vec3(0.0);
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for (int i=0;i<9;++i) r += iblSH.sh[i].rgb * Y[i];
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return r;
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}
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vec2 dir_to_equirect(vec3 d)
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{
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d = normalize(d);
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float phi = atan(d.z, d.x);
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float theta = acos(clamp(d.y, -1.0, 1.0));
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return vec2(phi * (0.15915494309) + 0.5, theta * (0.31830988618));
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}
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// TLAS for ray query (optional, guarded by sceneData.rtOptions.x)
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#ifdef GL_EXT_ray_query
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layout(set=0, binding=1) uniform accelerationStructureEXT topLevelAS;
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@@ -369,7 +343,7 @@ void main(){
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// Image-Based Lighting: split-sum approximation
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vec3 R = reflect(-V, N);
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float levels = float(textureQueryLevels(iblSpec2D));
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float lod = clamp(roughness * max(levels - 1.0, 0.0), 0.0, max(levels - 1.0, 0.0));
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float lod = ibl_lod_from_roughness(roughness, levels);
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vec2 uv = dir_to_equirect(R);
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vec3 prefiltered = textureLod(iblSpec2D, uv, lod).rgb;
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vec2 brdf = texture(iblBRDF, vec2(max(dot(N, V), 0.0), roughness)).rg;
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@@ -1,6 +1,7 @@
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#version 450
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#extension GL_GOOGLE_include_directive : require
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#include "input_structures.glsl"
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#include "ibl_common.glsl"
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layout(location=0) in vec2 inUV;
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layout(location=0) out vec4 outColor;
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@@ -10,34 +11,6 @@ layout(set=1, binding=1) uniform sampler2D normalTex;
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layout(set=1, binding=2) uniform sampler2D albedoTex;
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layout(set=2, binding=0) uniform sampler2D shadowTex[4];
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// IBL (set=3): specular prefiltered cube, diffuse irradiance cube, BRDF LUT
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layout(set=3, binding=0) uniform sampler2D iblSpec2D; // equirect 2D with prefiltered mips
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layout(set=3, binding=1) uniform sampler2D iblBRDF; // RG LUT
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layout(std140, set=3, binding=2) uniform IBL_SH { vec4 sh[9]; } iblSH;
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vec3 sh_eval_irradiance(vec3 n)
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{
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float x=n.x, y=n.y, z=n.z;
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const float c0=0.2820947918;
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const float c1=0.4886025119;
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const float c2=1.0925484306;
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const float c3=0.3153915653;
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const float c4=0.5462742153;
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float Y[9];
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Y[0]=c0; Y[1]=c1*y; Y[2]=c1*z; Y[3]=c1*x; Y[4]=c2*x*y; Y[5]=c2*y*z; Y[6]=c3*(3.0*z*z-1.0); Y[7]=c2*x*z; Y[8]=c4*(x*x-y*y);
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vec3 r=vec3(0.0);
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for (int i=0;i<9;++i) r += iblSH.sh[i].rgb * Y[i];
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return r; // already convolved with Lambert in CPU bake
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}
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vec2 dir_to_equirect(vec3 d)
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{
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d = normalize(d);
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float phi = atan(d.z, d.x);
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float theta = acos(clamp(d.y, -1.0, 1.0));
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return vec2(phi * (0.15915494309) + 0.5, theta * (0.31830988618));
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}
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// Tunables for shadow quality and blending
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// Border smoothing width in light-space NDC (0..1). Larger = wider cross-fade.
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const float SHADOW_BORDER_SMOOTH_NDC = 0.08;
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@@ -299,7 +272,7 @@ void main(){
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// Image-Based Lighting: split-sum approximation
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vec3 R = reflect(-V, N);
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float levels = float(textureQueryLevels(iblSpec2D));
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float lod = clamp(roughness * max(levels - 1.0, 0.0), 0.0, max(levels - 1.0, 0.0));
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float lod = ibl_lod_from_roughness(roughness, levels);
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vec2 uv = dir_to_equirect(R);
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vec3 prefiltered = textureLod(iblSpec2D, uv, lod).rgb;
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vec2 brdf = texture(iblBRDF, vec2(max(dot(N, V), 0.0), roughness)).rg;
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57
shaders/ibl_common.glsl
Normal file
57
shaders/ibl_common.glsl
Normal file
@@ -0,0 +1,57 @@
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#ifndef IBL_COMMON_GLSL
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#define IBL_COMMON_GLSL
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// IBL bindings (set=3): specular equirect 2D, BRDF LUT, SH UBO.
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layout(set=3, binding=0) uniform sampler2D iblSpec2D;
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layout(set=3, binding=1) uniform sampler2D iblBRDF;
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layout(std140, set=3, binding=2) uniform IBL_SH { vec4 sh[9]; } iblSH;
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// Evaluate diffuse irradiance from 2nd-order SH coefficients (9 coeffs).
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// Coefficients are pre-convolved with the Lambert kernel on the CPU.
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vec3 sh_eval_irradiance(vec3 n)
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{
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float x = n.x, y = n.y, z = n.z;
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const float c0 = 0.2820947918;
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const float c1 = 0.4886025119;
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const float c2 = 1.0925484306;
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const float c3 = 0.3153915653;
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const float c4 = 0.5462742153;
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float Y[9];
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Y[0] = c0;
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Y[1] = c1 * y;
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Y[2] = c1 * z;
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Y[3] = c1 * x;
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Y[4] = c2 * x * y;
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Y[5] = c2 * y * z;
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Y[6] = c3 * (3.0 * z * z - 1.0);
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Y[7] = c2 * x * z;
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Y[8] = c4 * (x * x - y * y);
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vec3 r = vec3(0.0);
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for (int i = 0; i < 9; ++i)
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{
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r += iblSH.sh[i].rgb * Y[i];
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}
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return r;
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}
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// Map direction to equirectangular UV (same convention across shaders).
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vec2 dir_to_equirect(vec3 d)
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{
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d = normalize(d);
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float phi = atan(d.z, d.x);
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float theta = acos(clamp(d.y, -1.0, 1.0));
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// 1/(2*pi) = 0.15915494309, 1/pi = 0.31830988618
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return vec2(phi * 0.15915494309 + 0.5, theta * 0.31830988618);
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}
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// Helper for selecting mip LOD from roughness and available levels.
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// Uses roughness^2 to bias towards blurrier reflections at mid roughness.
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float ibl_lod_from_roughness(float roughness, float levels)
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{
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float maxLevel = max(levels - 1.0, 0.0);
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float r = clamp(roughness, 0.0, 1.0);
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return r * r * maxLevel;
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}
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#endif // IBL_COMMON_GLSL
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@@ -2,6 +2,7 @@
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#extension GL_GOOGLE_include_directive : require
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#include "input_structures.glsl"
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#include "ibl_common.glsl"
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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@@ -13,28 +14,6 @@ layout (location = 0) out vec4 outFragColor;
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const float PI = 3.14159265359;
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// IBL bindings (set=3): specular equirect 2D + BRDF LUT + SH UBO
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layout(set=3, binding=0) uniform sampler2D iblSpec2D;
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layout(set=3, binding=1) uniform sampler2D iblBRDF;
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layout(std140, set=3, binding=2) uniform IBL_SH { vec4 sh[9]; } iblSH;
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vec3 sh_eval_irradiance(vec3 n)
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{
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float x=n.x, y=n.y, z=n.z;
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const float c0=0.2820947918; const float c1=0.4886025119; const float c2=1.0925484306; const float c3=0.3153915653; const float c4=0.5462742153;
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float Y[9];
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Y[0]=c0; Y[1]=c1*y; Y[2]=c1*z; Y[3]=c1*x; Y[4]=c2*x*y; Y[5]=c2*y*z; Y[6]=c3*(3.0*z*z-1.0); Y[7]=c2*x*z; Y[8]=c4*(x*x-y*y);
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vec3 r=vec3(0.0); for (int i=0;i<9;++i) r += iblSH.sh[i].rgb * Y[i]; return r;
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}
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vec2 dir_to_equirect(vec3 d)
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{
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d = normalize(d);
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float phi = atan(d.z, d.x);
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float theta = acos(clamp(d.y, -1.0, 1.0));
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return vec2(phi * (0.15915494309) + 0.5, theta * (0.31830988618));
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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@@ -118,7 +97,7 @@ void main()
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// IBL: specular from equirect 2D mips; diffuse from SH
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vec3 R = reflect(-V, N);
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float levels = float(textureQueryLevels(iblSpec2D));
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float lod = clamp(roughness * max(levels - 1.0, 0.0), 0.0, max(levels - 1.0, 0.0));
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float lod = ibl_lod_from_roughness(roughness, levels);
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vec2 uv = dir_to_equirect(R);
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vec3 prefiltered = textureLod(iblSpec2D, uv, lod).rgb;
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vec2 brdf = texture(iblBRDF, vec2(max(dot(N, V), 0.0), roughness)).rg;
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