Files

62 lines
1.6 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
// Evaluate standard brdf lut for environment reflection lighting.
#include "common_lighting.glsl"
layout (set = 0, binding = 0, rg16f) uniform image2D brdflutImage;
// Standard disney brdf lut.
vec2 computeBRDFLut(float NoV, float alphaRoughness)
{
// Sample count.
const uint kNumSamples = 1024;
// Normal always points along z-axis for the 2D lookup
const vec3 N = vec3(0.0, 0.0, 1.0);
// (sin, 0, cos).
vec3 V = vec3(sqrt(1.0 - NoV * NoV), 0.0, NoV);
vec2 lut = vec2(0.0);
for(uint i = 0; i < kNumSamples; i++)
{
vec2 Xi = hammersley2d(i, kNumSamples);
// Sample direction build from importance sample GGX.
vec3 H = importanceSampleGGX(Xi, alphaRoughness, N);
// Then compute light direction.
vec3 L = normalize(2.0 * dot(V, H) * H - V);
float NoL = max(dot(N, L), 0.0);
float VoH = max(dot(V, H), 0.0);
float NoH = max(dot(N, H), 0.0);
if (NoL > 0.0)
{
float G = V_SmithGGXCorrelated(NoV, NoL, alphaRoughness);
float Gv = 4.0 * NoL * G * VoH / NoH;
float Fc = pow(1.0 - VoH, 5.0);
lut += vec2((1.0 - Fc) * Gv, Fc * Gv);
}
}
return lut / float(kNumSamples);
}
layout (local_size_x = 8, local_size_y = 8) in;
void main()
{
ivec2 lutSize = imageSize(brdflutImage);
ivec2 workPos = ivec2(gl_GlobalInvocationID.xy);
if(workPos.x >= lutSize.x || workPos.y >= lutSize.y)
{
return;
}
const vec2 uv = (vec2(workPos) + vec2(0.5f)) / vec2(lutSize);
imageStore(brdflutImage, workPos, vec4(computeBRDFLut(uv.x, uv.y), 0.0f, 0.0f));
}