32 lines
947 B
GLSL
32 lines
947 B
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : require
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#include "input_structures.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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vec2 ndc = inUV * 2.0 - 1.0; // [-1,1]
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vec4 clip = vec4(ndc, 1.0, 1.0);
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vec4 vpos = inverse(sceneData.proj) * clip;
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vec3 viewDir = normalize(vpos.xyz / max(vpos.w, 1e-6));
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vec3 worldDir = normalize((inverse(sceneData.view) * vec4(viewDir, 0.0)).xyz);
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vec2 uv = dir_to_equirect(worldDir);
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vec3 col = textureLod(iblSpec2D, uv, 0.0).rgb;
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outColor = vec4(col, 1.0);
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}
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