/* clang-format off */ #[vertex] #version 450 #VERSION_DEFINES #include "cubemap_roughness_inc.glsl" layout(location = 0) out vec2 uv_interp; /* clang-format on */ void main() { vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); uv_interp = base_arr[gl_VertexIndex]; gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); } /* clang-format off */ #[fragment] #version 450 #VERSION_DEFINES #include "cubemap_roughness_inc.glsl" layout(location = 0) in vec2 uv_interp; layout(set = 0, binding = 0) uniform samplerCube source_cube; layout(location = 0) out vec4 frag_color; /* clang-format on */ void main() { vec3 N = texelCoordToVec(uv_interp * 2.0 - 1.0, params.face_id); //vec4 color = color_interp; if (params.use_direct_write) { frag_color = vec4(texture(source_cube, N).rgb, 1.0); } else { vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) { vec2 xi = Hammersley(sampleNum, params.sample_count); vec3 H = ImportanceSampleGGX(xi, params.roughness, N); vec3 V = N; vec3 L = (2.0 * dot(V, H) * H - V); float ndotl = clamp(dot(N, L), 0.0, 1.0); if (ndotl > 0.0) { sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl; sum.a += ndotl; } } sum /= sum.a; frag_color = vec4(sum.rgb, 1.0); } }