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+[require]
+GLSL >= 3.30
+
+[fragment shader]
+#version 330
+#define GLES_OVER_GL
+#define USE_SOURCE_DUAL_PARABOLOID_ARRAY
+#define USE_DUAL_PARABOLOID
+precision highp float;
+precision highp int;
+
+precision highp float;
+/* clang-format on */
+precision highp int;
+
+#ifdef USE_SOURCE_PANORAMA
+uniform sampler2D source_panorama; //texunit:0
+uniform float source_resolution;
+#endif
+
+#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
+uniform sampler2DArray source_dual_paraboloid_array; //texunit:0
+uniform int source_array_index;
+#endif
+
+#ifdef USE_SOURCE_DUAL_PARABOLOID
+uniform sampler2D source_dual_paraboloid; //texunit:0
+#endif
+
+#if defined(USE_SOURCE_DUAL_PARABOLOID) || defined(COMPUTE_IRRADIANCE)
+uniform float source_mip_level;
+#endif
+
+#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID)
+uniform samplerCube source_cube; //texunit:0
+#endif
+
+uniform int face_id;
+uniform float roughness;
+
+in highp vec2 uv_interp;
+
+layout(location = 0) out vec4 frag_color;
+
+#define M_PI 3.14159265359
+
+vec3 texelCoordToVec(vec2 uv, int faceID) {
+ mat3 faceUvVectors[6];
+ /*
+ // -x
+ faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
+ faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
+
+ // +x
+ faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
+ faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
+
+ // -y
+ faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
+ faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
+
+ // +y
+ faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
+ faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
+
+ // -z
+ faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
+ faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
+
+ // +z
+ faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
+ */
+
+ // -x
+ faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z
+ faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face
+
+ // +x
+ faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z
+ faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face
+
+ // -y
+ faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z
+ faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face
+
+ // +y
+ faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z
+ faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face
+
+ // -z
+ faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
+ faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face
+
+ // +z
+ faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
+
+ // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
+ vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
+ return normalize(result);
+}
+
+vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
+ float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
+
+ // Compute distribution direction
+ float Phi = 2.0 * M_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);
+
+ // Convert to spherical direction
+ vec3 H;
+ H.x = SinTheta * cos(Phi);
+ H.y = SinTheta * sin(Phi);
+ H.z = CosTheta;
+
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 TangentX = normalize(cross(UpVector, N));
+ vec3 TangentY = cross(N, TangentX);
+
+ // Tangent to world space
+ return TangentX * H.x + TangentY * H.y + N * H.z;
+}
+
+float DistributionGGX(vec3 N, vec3 H, float roughness) {
+ float a = roughness * roughness;
+ float a2 = a * a;
+ float NdotH = max(dot(N, H), 0.0);
+ float NdotH2 = NdotH * NdotH;
+
+ float nom = a2;
+ float denom = (NdotH2 * (a2 - 1.0) + 1.0);
+ denom = M_PI * denom * denom;
+
+ return nom / denom;
+}
+
+// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
+float GGX(float NdotV, float a) {
+ float k = a / 2.0;
+ return NdotV / (NdotV * (1.0 - k) + k);
+}
+
+// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
+float G_Smith(float a, float nDotV, float nDotL) {
+ return GGX(nDotL, a * a) * GGX(nDotV, a * a);
+}
+
+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
+}
+
+vec2 Hammersley(uint i, uint N) {
+ return vec2(float(i) / float(N), radicalInverse_VdC(i));
+}
+
+#ifdef LOW_QUALITY
+
+#define SAMPLE_COUNT 64u
+#define SAMPLE_DELTA 0.1
+
+#else
+
+#define SAMPLE_COUNT 512u
+#define SAMPLE_DELTA 0.03
+
+#endif
+
+uniform bool z_flip;
+
+#ifdef USE_SOURCE_PANORAMA
+
+vec4 texturePanorama(vec3 normal, sampler2D pano, float mipLevel) {
+ vec2 st = vec2(
+ atan(normal.x, normal.z),
+ acos(normal.y));
+
+ if (st.x < 0.0)
+ st.x += M_PI * 2.0;
+
+ st /= vec2(M_PI * 2.0, M_PI);
+
+ return textureLod(pano, st, mipLevel);
+}
+
+#endif
+
+#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
+
+vec4 textureDualParaboloidArray(vec3 normal) {
+ vec3 norm = normalize(normal);
+ norm.xy /= 1.0 + abs(norm.z);
+ norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
+ if (norm.z < 0.0) {
+ norm.y = 0.5 - norm.y + 0.5;
+ }
+ return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index)), 0.0);
+}
+
+#endif
+
+#ifdef USE_SOURCE_DUAL_PARABOLOID
+vec4 textureDualParaboloid(vec3 normal) {
+ vec3 norm = normalize(normal);
+ norm.xy /= 1.0 + abs(norm.z);
+ norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
+ if (norm.z < 0.0) {
+ norm.y = 0.5 - norm.y + 0.5;
+ }
+ return textureLod(source_dual_paraboloid, norm.xy, source_mip_level);
+}
+
+#endif
+
+void main() {
+#ifdef USE_DUAL_PARABOLOID
+
+ vec3 N = vec3(uv_interp * 2.0 - 1.0, 0.0);
+ N.z = 0.5 - 0.5 * ((N.x * N.x) + (N.y * N.y));
+ N = normalize(N);
+
+ if (z_flip) {
+ N.y = -N.y; //y is flipped to improve blending between both sides
+ N.z = -N.z;
+ }
+
+#else
+ vec2 uv = (uv_interp * 2.0) - 1.0;
+ vec3 N = texelCoordToVec(uv, face_id);
+#endif
+ //vec4 color = color_interp;
+
+#ifdef USE_DIRECT_WRITE
+
+#ifdef USE_SOURCE_PANORAMA
+
+ frag_color = vec4(texturePanorama(N, source_panorama, 0.0).rgb, 1.0);
+#endif
+
+#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
+
+ frag_color = vec4(textureDualParaboloidArray(N).rgb, 1.0);
+#endif
+
+#ifdef USE_SOURCE_DUAL_PARABOLOID
+
+ frag_color = vec4(textureDualParaboloid(N).rgb, 1.0);
+#endif
+
+#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID)
+
+ N.y = -N.y;
+ frag_color = vec4(texture(N, source_cube).rgb, 1.0);
+#endif
+
+#else // USE_DIRECT_WRITE
+
+#ifdef COMPUTE_IRRADIANCE
+
+ vec3 irradiance = vec3(0.0);
+
+ // tangent space calculation from origin point
+ vec3 UpVector = vec3(0.0, 1.0, 0.0);
+ vec3 TangentX = cross(UpVector, N);
+ vec3 TangentY = cross(N, TangentX);
+
+ float num_samples = 0.0f;
+
+ for (float phi = 0.0; phi < 2.0 * M_PI; phi += SAMPLE_DELTA) {
+ for (float theta = 0.0; theta < 0.5 * M_PI; theta += SAMPLE_DELTA) {
+ // Calculate sample positions
+ vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
+ // Find world vector of sample position
+ vec3 H = tangentSample.x * TangentX + tangentSample.y * TangentY + tangentSample.z * N;
+
+ vec2 st = vec2(atan(H.x, H.z), acos(H.y));
+ if (st.x < 0.0) {
+ st.x += M_PI * 2.0;
+ }
+ st /= vec2(M_PI * 2.0, M_PI);
+
+ irradiance += textureLod(source_panorama, st, source_mip_level).rgb * cos(theta) * sin(theta);
+ num_samples++;
+ }
+ }
+ irradiance = M_PI * irradiance * (1.0 / float(num_samples));
+
+ frag_color = vec4(irradiance, 1.0);
+
+#else
+
+ vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+
+ for (uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) {
+ vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT);
+
+ vec3 H = normalize(ImportanceSampleGGX(xi, roughness, N));
+ vec3 V = N;
+ vec3 L = normalize(2.0 * dot(V, H) * H - V);
+
+ float ndotl = max(dot(N, L), 0.0);
+
+ if (ndotl > 0.0) {
+
+#ifdef USE_SOURCE_PANORAMA
+ float D = DistributionGGX(N, H, roughness);
+ float ndoth = max(dot(N, H), 0.0);
+ float hdotv = max(dot(H, V), 0.0);
+ float pdf = D * ndoth / (4.0 * hdotv) + 0.0001;
+
+ float saTexel = 4.0 * M_PI / (6.0 * source_resolution * source_resolution);
+ float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001);
+
+ float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
+
+ sum.rgb += texturePanorama(L, source_panorama, mipLevel).rgb * ndotl;
+#endif
+
+#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
+ sum.rgb += textureDualParaboloidArray(L).rgb * ndotl;
+#endif
+
+#ifdef USE_SOURCE_DUAL_PARABOLOID
+ sum.rgb += textureDualParaboloid(L).rgb * ndotl;
+#endif
+
+#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID)
+ L.y = -L.y;
+ sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+#endif
+ sum.a += ndotl;
+ }
+ }
+ sum /= sum.a;
+
+ frag_color = vec4(sum.rgb, 1.0);
+
+#endif // COMPUTE_IRRADIANCE
+#endif // USE_DIRECT_WRITE
+}
+
+[vertex shader]
+#version 330
+#define GLES_OVER_GL
+#define USE_SOURCE_DUAL_PARABOLOID_ARRAY
+#define USE_DUAL_PARABOLOID
+precision highp float;
+precision highp int;
+
+layout(location = 0) in highp vec2 vertex;
+/* clang-format on */
+
+layout(location = 4) in highp vec2 uv;
+
+out highp vec2 uv_interp;
+
+void main() {
+ uv_interp = uv;
+ gl_Position = vec4(vertex, 0, 1);
+}
+
+/* clang-format off */
+