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Seele/res/shaders/EnvironmentMapping.slang

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const static float3 vertices[] = {
// Right
float3( 1, -1, 1),
float3( 1, 1, 1),
float3( 1, -1, -1),
float3( 1, -1, -1),
float3( 1, 1, 1),
float3( 1, 1, -1),
// Left
float3(-1, -1, -1),
float3(-1, 1, -1),
float3(-1, -1, 1),
float3(-1, -1, 1),
float3(-1, 1, -1),
float3(-1, 1, 1),
// Bottom
float3(-1, 1, 1),
float3(-1, 1, -1),
float3( 1, 1, 1),
float3( 1, 1, 1),
float3(-1, 1, -1),
float3( 1, 1, -1),
// Top
float3(-1, -1, -1),
float3(-1, -1, 1),
float3( 1, -1, -1),
float3( 1, -1, -1),
float3(-1, -1, 1),
float3( 1, -1, 1),
// Front
float3( 1, -1, -1),
float3( 1, 1, -1),
float3(-1, -1, -1),
float3(-1, -1, -1),
float3( 1, 1, -1),
float3(-1, 1, -1),
// Back
float3(-1, -1, 1),
float3(-1, 1, 1),
float3( 1, -1, 1),
float3( 1, -1, 1),
float3(-1, 1, 1),
float3( 1, 1, 1),
};
struct ViewParams
{
float4x4 view[6];
float4x4 projection;
Texture2D equirectangularMap;
SamplerState sampler;
TextureCube cubeMap;
};
ParameterBlock<ViewParams> pViewParams;
struct VertexOutput
{
float4 svPos : SV_Position;
float3 localPos : LOCALPOS;
};
[shader("vertex")]
VertexOutput vertMain(uint vertexIndex : SV_VertexID)
{
VertexOutput output;
output.localPos = vertices[vertexIndex];
output.svPos = mul(pViewParams.projection, mul(pViewParams.view[vertexIndex / 6], float4(output.localPos, 1)));
return output;
}
const static float2 invAtan = float2(0.1591, 0.3183);
float2 sampleSphericalMap(float3 v)
{
float2 uv = float2(atan2(-v.z, v.x), asin(v.y));
uv *= invAtan;
uv += 0.5;
return uv;
}
[shader("pixel")]
float4 computeCubemap(float3 localPos : LOCALPOS) : SV_Target
{
float2 uv = sampleSphericalMap(normalize(localPos));
float3 color = pViewParams.equirectangularMap.Sample(pViewParams.sampler, uv).rgb;
return float4(color, 1);
}
static const float PI = 3.14159265359;
[shader("pixel")]
float4 convolveCubemap(float3 localPos : LOCALPOS) : SV_Target
{
float3 normal = normalize(localPos);
float3 irradiance = float3(0);
float3 up = float3(0, 1, 0);
float3 right = normalize(cross(up, normal));
up = normalize(cross(normal, right));
float sampleDelta = 0.025;
float nrSamples = 0.0f;
for(float phi = 0; phi < 2.0 * PI; phi += sampleDelta)
{
for(float theta = 0; theta < 0.5 * PI; theta += sampleDelta)
{
float3 tangentSample = float3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
float3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * normal;
irradiance += pViewParams.cubeMap.Sample(pViewParams.sampler, sampleVec).rgb * cos(theta) * sin(theta);
nrSamples++;
}
}
irradiance = PI * irradiance * (1.0 / nrSamples);
return float4(irradiance, 1);
}
float RadicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
float2 Hammersley(uint i, uint N)
{
return float2(float(i)/float(N), RadicalInverse_VdC(i));
}
float3 ImportanceSampleGGX(float2 Xi, float3 N, float roughness)
{
float a = roughness*roughness;
float phi = 2.0 * PI * Xi.x;
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
// from spherical coordinates to cartesian coordinates
float3 H;
H.x = cos(phi) * sinTheta;
H.y = sin(phi) * sinTheta;
H.z = cosTheta;
// from tangent-space vector to world-space sample vector
float3 up = abs(N.z) < 0.999 ? float3(0.0, 0.0, 1.0) : float3(1.0, 0.0, 0.0);
float3 tangent = normalize(cross(up, N));
float3 bitangent = cross(N, tangent);
float3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
return normalize(sampleVec);
}
layout(push_constant)
ConstantBuffer<float> pRoughness;
[shader("pixel")]
float4 computePrefilteredCubemap(float3 localPos : LOCALPOS) : SV_Target
{
float3 N = normalize(localPos);
float3 R = N;
float3 V = R;
const uint SAMPLE_COUNT = 1024u;
float totalWeight = 0.0;
float3 prefilteredColor = float3(0.0);
for(uint i = 0u; i < SAMPLE_COUNT; ++i)
{
float2 Xi = Hammersley(i, SAMPLE_COUNT);
float3 H = ImportanceSampleGGX(Xi, N, pRoughness);
float3 L = normalize(2.0 * dot(V, H) * H - V);
float NdotL = max(dot(N, L), 0.0);
if(NdotL > 0.0)
{
prefilteredColor += pViewParams.cubeMap.Sample(pViewParams.sampler, L).rgb * NdotL;
totalWeight += NdotL;
}
}
prefilteredColor = prefilteredColor / totalWeight;
return float4(prefilteredColor, 1.0);
}
// TODO: this is basically duplicate of Cook-Torrance BRDF
float GeometrySchlickGGX(float NdotV, float roughness)
{
float a = roughness;
float k = (a * a) / 2.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
float2 integrateBRDF(float nDotV, float roughness) {
float3 V;
V.x = sqrt(1.0 - nDotV * nDotV);
V.y = 0.0f;
V.z = nDotV;
float A = 0.0;
float B = 0.0;
float3 N = float3(0.0, 0.0, 1.0);
const uint SAMPLE_COUNT = 1024u;
for (uint i = 0u; i < SAMPLE_COUNT; ++i)
{
float2 Xi = Hammersley(i, SAMPLE_COUNT);
float3 H = ImportanceSampleGGX(Xi, N, roughness);
float3 L = normalize(2.0 * dot(V, H) * H - V);
float nDotL = max(L.z, 0.0);
float nDotH = max(H.z, 0.0);
float vDotH = max(dot(V, H), 0.0);
if (nDotL > 0.0)
{
float G = GeometrySmith(N, V, L, roughness);
float G_Vis = (G * vDotH) / (nDotH * nDotV);
float Fc = pow(1.0 - vDotH, 5.0);
A += (1.0 - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
A /= float(SAMPLE_COUNT);
B /= float(SAMPLE_COUNT);
return float2(A, B);
}
[shader("pixel")]
float2 precomputeBRDF(float2 texCoords : UV) : SV_Target
{
return integrateBRDF(texCoords.x, texCoords.y);
}