SourceTermAnalysisSystem_vue/node_modules/@cesium/engine/Source/Shaders/ConvolveSpecularMapFS.glsl
2026-05-15 10:22:44 +08:00

71 lines
2.0 KiB
GLSL

precision highp float;
in vec3 v_textureCoordinates;
uniform float u_roughness;
uniform samplerCube u_radianceTexture;
uniform vec3 u_faceDirection;
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 = czm_twoPi * 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;
}
// Sample count is relatively low for the sake of performance, but should still be enough to prevent artifacting in lower roughnesses
const int samples = 128;
void main() {
vec3 normal = u_faceDirection;
vec3 V = normalize(v_textureCoordinates);
float roughness = u_roughness;
vec4 color = vec4(0.0);
float weight = 0.0;
for (int i = 0; i < samples; ++i) {
vec2 xi = hammersley2D(i, samples);
vec3 H = importanceSampleGGX(xi, roughness, V);
vec3 L = 2.0 * dot(V, H) * H - V; // reflected vector
float NdotL = max(dot(V, L), 0.0);
if (NdotL > 0.0) {
color += vec4(czm_textureCube(u_radianceTexture, L).rgb, 1.0) * NdotL;
weight += NdotL;
}
}
out_FragColor = color / weight;
}