in vec2 v_textureCoordinates; const float M_PI = 3.141592653589793; float vdcRadicalInverse(int i) { float r; float base = 2.0; float value = 0.0; float invBase = 1.0 / base; float invBi = invBase; for (int x = 0; x < 100; x++) { if (i <= 0) { break; } r = mod(float(i), base); value += r * invBi; invBi *= invBase; i = int(float(i) * invBase); } return value; } vec2 hammersley2D(int i, int N) { return vec2(float(i) / float(N), vdcRadicalInverse(i)); } vec3 importanceSampleGGX(vec2 xi, float alphaRoughness, vec3 N) { float alphaRoughnessSquared = alphaRoughness * alphaRoughness; float phi = 2.0 * M_PI * xi.x; float cosTheta = sqrt((1.0 - xi.y) / (1.0 + (alphaRoughnessSquared - 1.0) * xi.y)); float sinTheta = sqrt(1.0 - cosTheta * cosTheta); vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); vec3 upVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); vec3 tangentX = normalize(cross(upVector, N)); vec3 tangentY = cross(N, tangentX); return tangentX * H.x + tangentY * H.y + N * H.z; } /** * Estimate the geometric self-shadowing of the microfacets in a surface, * using the Smith Joint GGX visibility function. * Note: Vis = G / (4 * NdotL * NdotV) * see Eric Heitz. 2014. Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs. Journal of Computer Graphics Techniques, 3 * see Real-Time Rendering. Page 331 to 336. * see https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg) * * @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness. * @param {float} NdotL The cosine of the angle between the surface normal and the direction to the light source. * @param {float} NdotV The cosine of the angle between the surface normal and the direction to the camera. */ float smithVisibilityGGX(float alphaRoughness, float NdotL, float NdotV) { float alphaRoughnessSq = alphaRoughness * alphaRoughness; float GGXV = NdotL * sqrt(NdotV * NdotV * (1.0 - alphaRoughnessSq) + alphaRoughnessSq); float GGXL = NdotV * sqrt(NdotL * NdotL * (1.0 - alphaRoughnessSq) + alphaRoughnessSq); float GGX = GGXV + GGXL; // 2.0 if NdotL = NdotV = 1.0 if (GGX > 0.0) { return 0.5 / GGX; // 1/4 if NdotL = NdotV = 1.0 } return 0.0; } vec2 integrateBrdf(float roughness, float NdotV) { vec3 V = vec3(sqrt(1.0 - NdotV * NdotV), 0.0, NdotV); float A = 0.0; float B = 0.0; const int NumSamples = 1024; float alphaRoughness = roughness * roughness; for (int i = 0; i < NumSamples; i++) { vec2 xi = hammersley2D(i, NumSamples); vec3 H = importanceSampleGGX(xi, alphaRoughness, vec3(0.0, 0.0, 1.0)); vec3 L = 2.0 * dot(V, H) * H - V; float NdotL = clamp(L.z, 0.0, 1.0); float NdotH = clamp(H.z, 0.0, 1.0); float VdotH = clamp(dot(V, H), 0.0, 1.0); if (NdotL > 0.0) { float G = smithVisibilityGGX(alphaRoughness, NdotL, NdotV); float G_Vis = 4.0 * G * VdotH * NdotL / NdotH; float Fc = pow(1.0 - VdotH, 5.0); A += (1.0 - Fc) * G_Vis; B += Fc * G_Vis; } } return vec2(A, B) / float(NumSamples); } void main() { out_FragColor = vec4(integrateBrdf(v_textureCoordinates.y, v_textureCoordinates.x), 0.0, 1.0); }