Fix issues with environment mapping

This commit is contained in:
clayjohn 2019-11-16 16:56:34 -08:00
parent da4079f231
commit cd40154890
7 changed files with 285 additions and 63 deletions

View file

@ -627,6 +627,8 @@ layout(std140) uniform Radiance { // ubo:2
#define RADIANCE_MAX_LOD 5.0
uniform sampler2D irradiance_map; // texunit:-6
#ifdef USE_RADIANCE_MAP_ARRAY
uniform sampler2DArray radiance_map; // texunit:-2
@ -1766,6 +1768,11 @@ FRAGMENT_SHADER_CODE
vec3 eye_vec = view;
// IBL precalculations
float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
vec3 f0 = F0(metallic, specular, albedo);
vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
#ifdef USE_RADIANCE_MAP
#ifdef AMBIENT_LIGHT_DISABLED
@ -1775,22 +1782,27 @@ FRAGMENT_SHADER_CODE
{ //read radiance from dual paraboloid
vec3 ref_vec = reflect(-eye_vec, normal); //2.0 * ndotv * normal - view; // reflect(v, n);
vec3 ref_vec = reflect(-eye_vec, normal);
ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy;
env_reflection_light = radiance;
}
//no longer a cubemap
//vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
}
#ifndef USE_LIGHTMAP
{
vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
vec3 env_ambient = textureDualParaboloid(radiance_map, ambient_dir, 1.0) * bg_energy;
vec3 norm = normal;
norm = normalize((radiance_inverse_xform * vec4(norm, 0.0)).xyz);
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;
}
vec3 env_ambient = texture(irradiance_map, norm.xy).rgb * bg_energy;
env_ambient *= 1.0 - F;
ambient_light = mix(ambient_light_color.rgb, env_ambient, radiance_ambient_contribution);
//ambient_light=vec3(0.0,0.0,0.0);
}
#endif
#endif //AMBIENT_LIGHT_DISABLED
@ -1892,12 +1904,9 @@ FRAGMENT_SHADER_CODE
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
vec4 r = roughness * c0 + c1;
float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
vec3 f0 = F0(metallic, specular, albedo);
specular_light *= env.x * f0 + env.y;
specular_light *= env.x * F + env.y;
#endif
}