godot/servers/rendering/renderer_rd/shaders/effects/octmap_roughness.glsl
Dario c78c3ba894 Rewrite Radiance and Reflection probes to use Octahedral maps.
Co-authored-by: clayjohn <claynjohn@gmail.com>
2025-12-02 17:48:12 -08:00

64 lines
2 KiB
GLSL

#[compute]
#version 450
#VERSION_DEFINES
#define GROUP_SIZE 8
layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2D source_oct;
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_octmap;
#include "../oct_inc.glsl"
#include "octmap_roughness_inc.glsl"
void main() {
uvec2 id = gl_GlobalInvocationID.xy;
if (id.x < params.dest_size && id.y < params.dest_size) {
vec2 inv_source_size = 1.0 / vec2(params.source_size);
vec2 inv_dest_size = 1.0 / vec2(params.dest_size);
vec2 uv = (vec2(id.xy) + 0.5) * inv_dest_size;
if (params.use_direct_write) {
imageStore(dest_octmap, ivec2(id), vec4(texture(source_oct, uv).rgb, 1.0));
} else {
vec3 N = oct_to_vec3_with_border(uv, params.border_size.y);
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
float solid_angle_texel = 4.0 * M_PI / float(params.dest_size * params.dest_size);
float roughness2 = params.roughness * params.roughness;
float roughness4 = roughness2 * roughness2;
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
mat3 T;
T[0] = normalize(cross(UpVector, N));
T[1] = cross(N, T[0]);
T[2] = N;
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
vec2 xi = Hammersley(sampleNum, params.sample_count);
vec3 H = T * ImportanceSampleGGX(xi, roughness4);
float NdotH = dot(N, H);
vec3 L = (2.0 * NdotH * H - N);
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
float D = DistributionGGX(NdotH, roughness4);
float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
vec2 sample_uv = vec3_to_oct_with_border(L, params.border_size);
sum.rgb += textureLod(source_oct, sample_uv, mipLevel).rgb * ndotl;
sum.a += ndotl;
}
}
imageStore(dest_octmap, ivec2(id), vec4(sum.rgb / sum.a, 1.0));
}
}
}