lygia
/lighting
/specular
/importanceSampling
)Sample the environment map using importance sampling
Dependencies:
lygia
/math
/hammersley
.glsl
lygia
/math
/rotate3dZ
.glsl
lygia
/space
/tbn
.glsl
lygia
/generative
/random
.glsl
lygia
/lighting
/common
/ggx
.glsl
lygia
/lighting
/common
/smithGGXCorrelated
.glsl
lygia
/lighting
/fresnel
.glsl
lygia
/lighting
/common
/preFilteredImportanceSampling
.glsl
Use:
vec3 specularImportanceSampling(float roughness, vec3 f0, const vec3 n, const vec3 v, const vec3 r, const float NoV, const vec2 st)
#ifndef IBL_IMPORTANCE_SAMPLING_SAMPLES
#define IBL_IMPORTANCE_SAMPLING_SAMPLES 16
#endif
#if !defined(FNC_SPECULAR_IMPORTANCE_SAMPLING) && defined(SCENE_CUBEMAP) && __VERSION__ >= 130
#define FNC_SPECULAR_IMPORTANCE_SAMPLING
vec3 specularImportanceSampling(float roughness, vec3 f0, vec3 p, vec3 n, vec3 v, vec3 r, float NoV, out vec3 energyCompensation) {
const int numSamples = IBL_IMPORTANCE_SAMPLING_SAMPLES;
const float invNumSamples = 1.0 / float(IBL_IMPORTANCE_SAMPLING_SAMPLES);
const vec3 up = vec3(0.0, 0.0, 1.0);
mat3 T = tbn(n, up);
// T *= rotate3dZ(TWO_PI * random(p));
float width = float(textureSize(SCENE_CUBEMAP, 0).x);
float omegaP = (4.0 * PI) / (6.0 * width * width);
vec3 indirectSpecular = vec3(0.0, 0.0, 0.0);
float dfg2 = 0.0;
for (int i = 0; i < numSamples; i++) {
vec2 u = hammersley(uint(i), numSamples);
vec3 h = T * importanceSamplingGGX(u, roughness);
vec3 l = reflect(-v, h);
float NoL = saturate(dot(n, l));
if (NoL > 0.0) {
float NoH = dot(n, h);
float LoH = max(dot(l, h), EPSILON);
float D = GGX(n, h, NoH, roughness);
float V = smithGGXCorrelated(NoV, NoL, roughness);
vec3 F = fresnel(f0, LoH);
float ipdf = (4.0 * LoH) / (D * NoH);
float mipLevel = prefilteredImportanceSampling(ipdf, omegaP, numSamples);
vec3 L = textureLod(SCENE_CUBEMAP, l, mipLevel).rgb;
vec3 Fr = F * (D * V * NoL * ipdf * invNumSamples);
indirectSpecular += (Fr * L);
dfg2 += V*LoH*NoL/NoH;
}
}
dfg2 = 4.0 * dfg2 * invNumSamples;
energyCompensation = (dfg2 > 0.0) ? (1.0 + f0 * (1.0 / dfg2 - 1.0)) : vec3(1.0, 1.0, 1.0);
return indirectSpecular;
}
#endif
Dependencies:
lygia
/math
/hammersley
.glsl
lygia
/math
/rotate3dZ
.glsl
lygia
/space
/tbn
.glsl
lygia
/generative
/random
.glsl
lygia
/lighting
/common
/ggx
.glsl
lygia
/lighting
/common
/smithGGXCorrelated
.glsl
lygia
/lighting
/fresnel
.glsl
lygia
/lighting
/common
/preFilteredImportanceSampling
.glsl
Use:
float3 specularImportanceSampling(float roughness, float3 f0, const float3 n, const float3 v, const float3 r, const float NoV, const float2 st)
#ifndef IBL_IMPORTANCE_SAMPLING_SAMPLES
#define IBL_IMPORTANCE_SAMPLING_SAMPLES 16
#endif
#ifndef FNC_SPECULAR_IMPORTANCE_SAMPLING
#define FNC_SPECULAR_IMPORTANCE_SAMPLING
float3 specularImportanceSampling(float roughness, float3 f0, float3 p, float3 n, float3 v, float3 r, float NoV, out float3 energyCompensation) {
const int numSamples = IBL_IMPORTANCE_SAMPLING_SAMPLES;
const float invNumSamples = 1.0 / float(IBL_IMPORTANCE_SAMPLING_SAMPLES);
const float3 up = float3(0.0, 0.0, 1.0);
float3x3 T = tbn(n, up);
// T = mul(T, rotate3dZ(TWO_PI * random(p)));
uint width, height, levels;
SCENE_CUBEMAP.GetDimensions(0, width, height, levels);
float omegaP = (4.0 * PI) / (6.0 * width * width);
float3 indirectSpecular = float3(0.0, 0.0, 0.0);
float dfg2 = 0.0;
for (int i = 0; i < numSamples; i++) {
float2 u = hammersley(i, numSamples);
float3 h = mul(T, importanceSamplingGGX(u, roughness));
float3 l = reflect(-v, h);
float NoL = saturate(dot(n, l));
if (NoL > 0.0) {
float NoH = dot(n, h);
float LoH = max(dot(l, h), EPSILON);
float D = GGX(n, h, NoH, roughness);
float V = smithGGXCorrelated(NoV, NoL, roughness);
float3 F = fresnel(f0, LoH);
float ipdf = (4.0 * LoH) / (D * NoH);
float mipLevel = prefilteredImportanceSampling(ipdf, omegaP, numSamples);
float3 L = SCENE_CUBEMAP.SampleLevel(SAMPLER_TRILINEAR_CLAMP, l, mipLevel).rgb;
float3 Fr = F * (D * V * NoL * ipdf * invNumSamples);
indirectSpecular += (Fr * L);
dfg2 += V*LoH*NoL/NoH;
}
}
dfg2 = 4*dfg2*invNumSamples;
if (dfg2 > 0.0) {
energyCompensation = 1.0 + f0 * (1.0 / dfg2 - 1.0);
} else {
energyCompensation = float3(1.0, 1.0, 1.0);
}
return indirectSpecular;
}
#endif
MIT License (MIT) Copyright (c) 2024 Shadi EL Hajj
LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.
Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).
It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.
Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository