ADD: IBL glsl cleaning

This commit is contained in:
2025-11-15 23:07:38 +09:00
parent ac4e437934
commit c6554f7d9a
5 changed files with 64 additions and 91 deletions

View File

@@ -2,6 +2,7 @@
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_ray_query : require
#include "input_structures.glsl"
#include "ibl_common.glsl"
layout(location=0) in vec2 inUV;
layout(location=0) out vec4 outColor;
@@ -10,33 +11,6 @@ layout(set=1, binding=0) uniform sampler2D posTex;
layout(set=1, binding=1) uniform sampler2D normalTex;
layout(set=1, binding=2) uniform sampler2D albedoTex;
layout(set=2, binding=0) uniform sampler2D shadowTex[4];
// IBL (set=3): specular prefiltered cube, diffuse irradiance cube, BRDF LUT
layout(set=3, binding=0) uniform sampler2D iblSpec2D;
layout(set=3, binding=1) uniform sampler2D iblBRDF;
layout(std140, set=3, binding=2) uniform IBL_SH { vec4 sh[9]; } iblSH;
vec3 sh_eval_irradiance(vec3 n)
{
float x=n.x, y=n.y, z=n.z;
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;
float Y[9];
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);
vec3 r=vec3(0.0);
for (int i=0;i<9;++i) r += iblSH.sh[i].rgb * Y[i];
return r;
}
vec2 dir_to_equirect(vec3 d)
{
d = normalize(d);
float phi = atan(d.z, d.x);
float theta = acos(clamp(d.y, -1.0, 1.0));
return vec2(phi * (0.15915494309) + 0.5, theta * (0.31830988618));
}
// TLAS for ray query (optional, guarded by sceneData.rtOptions.x)
#ifdef GL_EXT_ray_query
layout(set=0, binding=1) uniform accelerationStructureEXT topLevelAS;
@@ -369,7 +343,7 @@ void main(){
// Image-Based Lighting: split-sum approximation
vec3 R = reflect(-V, N);
float levels = float(textureQueryLevels(iblSpec2D));
float lod = clamp(roughness * max(levels - 1.0, 0.0), 0.0, max(levels - 1.0, 0.0));
float lod = ibl_lod_from_roughness(roughness, levels);
vec2 uv = dir_to_equirect(R);
vec3 prefiltered = textureLod(iblSpec2D, uv, lod).rgb;
vec2 brdf = texture(iblBRDF, vec2(max(dot(N, V), 0.0), roughness)).rg;