Adding environment prefiltering shader
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@@ -69,6 +69,9 @@ struct LightEnv
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uint numPointLights;
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TextureCube irradianceMap;
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SamplerState irradianceSampler;
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TextureCube prefilteredMap;
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SamplerState prefilteredSampler;
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Texture2D brdfLUT;
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};
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layout(set=3)
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ParameterBlock<LightEnv> pLightEnv;
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@@ -294,9 +297,9 @@ struct CookTorrance : IBRDF
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return ggx1 * ggx2;
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}
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float3 FresnelSchlick(float cosTheta, float3 F0)
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float3 FresnelSchlickRoughness(float cosTheta, float3 F0, float roughness)
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{
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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return F0 + (max(float3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0, 1), 5.0);
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}
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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@@ -309,7 +312,7 @@ struct CookTorrance : IBRDF
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float NDF = TrowbridgeReitzGGX(n, h);
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float G = Smith(n, viewDir_WS, lightDir_WS);
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float3 F = FresnelSchlick(max(dot(h, viewDir_WS), 0.0), F0);
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float3 F = FresnelSchlickRoughness(max(dot(h, viewDir_WS), 0.0), F0, roughness);
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float3 num = NDF * G * F;
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float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
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@@ -337,7 +340,7 @@ struct CookTorrance : IBRDF
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{
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float3 F0 = float3(0.04);
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F0 = lerp(F0, baseColor, metallic);
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float3 k_s = FresnelSchlick(max(dot(normal, viewDir_WS), 0.0), F0);
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float3 k_s = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
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float3 k_d = 1 - k_s;
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k_d *= 1 - metallic;
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float3 irradiance = pLightEnv.irradianceMap.Sample(pLightEnv.irradianceSampler, normal).rgb;
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