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- //This file is automatically rebuilt by the Cesium build process.
- export default "precision highp float;\n\
- \n\
- in vec3 v_textureCoordinates;\n\
- \n\
- uniform float u_roughness;\n\
- uniform samplerCube u_radianceTexture;\n\
- uniform vec3 u_faceDirection;\n\
- \n\
- float vdcRadicalInverse(int i)\n\
- {\n\
- float r;\n\
- float base = 2.0;\n\
- float value = 0.0;\n\
- float invBase = 1.0 / base;\n\
- float invBi = invBase;\n\
- for (int x = 0; x < 100; x++)\n\
- {\n\
- if (i <= 0)\n\
- {\n\
- break;\n\
- }\n\
- r = mod(float(i), base);\n\
- value += r * invBi;\n\
- invBi *= invBase;\n\
- i = int(float(i) * invBase);\n\
- }\n\
- return value;\n\
- }\n\
- \n\
- vec2 hammersley2D(int i, int N)\n\
- {\n\
- return vec2(float(i) / float(N), vdcRadicalInverse(i));\n\
- }\n\
- \n\
- vec3 importanceSampleGGX(vec2 xi, float alphaRoughness, vec3 N)\n\
- {\n\
- float alphaRoughnessSquared = alphaRoughness * alphaRoughness;\n\
- float phi = czm_twoPi * xi.x;\n\
- float cosTheta = sqrt((1.0 - xi.y) / (1.0 + (alphaRoughnessSquared - 1.0) * xi.y));\n\
- float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\
- vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);\n\
- vec3 upVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);\n\
- vec3 tangentX = normalize(cross(upVector, N));\n\
- vec3 tangentY = cross(N, tangentX);\n\
- return tangentX * H.x + tangentY * H.y + N * H.z;\n\
- }\n\
- \n\
- // Sample count is relatively low for the sake of performance, but should still be enough to prevent artifacting in lower roughnesses\n\
- const int samples = 128;\n\
- \n\
- void main() {\n\
- vec3 normal = u_faceDirection;\n\
- vec3 V = normalize(v_textureCoordinates);\n\
- float roughness = u_roughness;\n\
- \n\
- vec4 color = vec4(0.0);\n\
- float weight = 0.0;\n\
- for (int i = 0; i < samples; ++i) {\n\
- vec2 xi = hammersley2D(i, samples);\n\
- vec3 H = importanceSampleGGX(xi, roughness, V);\n\
- vec3 L = 2.0 * dot(V, H) * H - V; // reflected vector\n\
- \n\
- float NdotL = max(dot(V, L), 0.0);\n\
- if (NdotL > 0.0) {\n\
- color += vec4(czm_textureCube(u_radianceTexture, L).rgb, 1.0) * NdotL;\n\
- weight += NdotL;\n\
- }\n\
- }\n\
- out_FragColor = color / weight;\n\
- }\n\
- ";
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