lygia
/v1.1.6
/sample
/equirect
)sample an equirect texture as it was a cubemap
Dependencies:
lygia
/v1.1.6
/space
/xyz2equirect
.glsl
lygia
/v1.1.6
/generative
/random
.glsl
lygia
/v1.1.6
/generative
/srandom
.glsl
lygia
/v1.1.6
/sample
.glsl
lygia
/v1.1.6
/color
/space
/linear2gamma
.glsl
lygia
/v1.1.6
/color
/space
/gamma2linear
.glsl
Use:
sampleEquirect(<SAMPLER_TYPE> texture, <vec3> dir)
#ifndef FNC_SAMPLEEQUIRECT
#define FNC_SAMPLEEQUIRECT
vec4 sampleEquirect(SAMPLER_TYPE tex, vec3 dir) {
vec2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
return SAMPLER_FNC(tex, st);
}
vec4 sampleEquirect(SAMPLER_TYPE tex, vec3 dir, float lod) {
#if defined(SAMPLEEQUIRECT_ITERATIONS)
vec4 color = vec4(0.0);
vec2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
vec2 r = vec2(1.0+lod);
const float f = 1.0 / (1.001 - 0.75);
mat2 rot = mat2( cos(GOLDEN_ANGLE), sin(GOLDEN_ANGLE),
-sin(GOLDEN_ANGLE), cos(GOLDEN_ANGLE));
vec2 st2 = vec2( dot(st + st - r, vec2(.0002,-0.001)), 0.0 );
float counter = 0.0;
#ifdef PLATFORM_WEBGL
for (float i = 0.0; i < float(SAMPLEEQUIRECT_ITERATIONS); i++) {
#else
for (float i = 0.0; i < float(SAMPLEEQUIRECT_ITERATIONS); i += 2.0/i) {
#endif
st2 *= rot;
color += gamma2linear( SAMPLER_FNC(tex, st + st2 * i / vec2(r.x * 2.0, r.y))) * f;
counter++;
}
return linear2gamma(color / counter);
#else
dir += srandom3( dir ) * 0.01 * lod;
vec2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
return SAMPLER_FNC(tex, st);
#endif
}
#endif
Dependencies:
lygia
/v1.1.6
/space
/xyz2equirect
.glsl
lygia
/v1.1.6
/generative
/random
.glsl
lygia
/v1.1.6
/generative
/srandom
.glsl
lygia
/v1.1.6
/sample
.glsl
Use:
sampleEquirect(<SAMPLER_TYPE> texture, <float3> dir)
#ifndef FNC_SAMPLEEQUIRECT
#define FNC_SAMPLEEQUIRECT
float4 sampleEquirect(SAMPLER_TYPE tex, float3 dir) {
float2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
return SAMPLER_FNC(tex, st);
}
float4 sampleEquirect(SAMPLER_TYPE tex, float3 dir, float lod) {
#if defined(SAMPLEEQUIRET_ITERATIONS)
float4 acc = float4(0.0, 0.0, 0.0, 0.0);
float2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
float2x2 rot = float2x2(cos(GOLDEN_ANGLE), sin(GOLDEN_ANGLE), -sin(GOLDEN_ANGLE), cos(GOLDEN_ANGLE));
float r = 1.;
float2 vangle = float2(0.0, lod * 0.01);
for (int i = 0; i < SAMPLEEQUIRET_ITERATIONS; i++) {
vangle = mul(rot, vangle);
r++;
float4 col = SAMPLER_FNC(tex, st + random( float3(st, r) ) * vangle );
acc += col * col;
}
return float4(acc.rgb/acc.a, 1.0);
#else
dir += srandom3( dir ) * 0.01 * lod;
float2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
return SAMPLER_FNC(tex, st);
#endif
}
#endif
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