#include "shared.h"
#include "renderer_types.h"
#include "cubemap.slang"
[[vk::push_constant]]
IblConstants pc;
[shader("vertex")]
VtxOut vsMain(u32 vertexID: SV_VertexID) {
VtxOut o;
vec2 positions[3] = { vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0) };
vec2 pos = positions[vertexID];
o.clip_pos = vec4(pos, 0.0, 1.0);
o.uv = pos * 0.5 + 0.5;
return o;
}
[shader("fragment")]
vec4 fsMain(VtxOut input) : SV_Target0 {
vec3 N = CubemapFaceDirection(pc.faceidx, input.uv);
vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 T = normalize(cross(up, N));
vec3 B = cross(N, T);
TextureCube<float4> env = pc.environment;
SamplerState samp = pc.samp;
vec3 irradiance = 0.0;
u32 sampleCount = 0;
const f32 PI = 3.14159265359;
const f32 sampleDelta = 0.0025;
for (f32 phi = 0.0; phi < 2.0 * PI; phi += sampleDelta) {
for (f32 theta = 0.0; theta < 0.5 * PI; theta += sampleDelta) {
vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
vec3 sampleDir = tangentSample.x * T + tangentSample.y * B + tangentSample.z * N;
irradiance += env.SampleLevel(samp, sampleDir, 0.0).rgb * cos(theta) * sin(theta);
sampleCount++;
}
}
irradiance = PI * irradiance / f32(sampleCount);
// irradiance *= sampleDelta * sampleDelta;
return vec4(irradiance, 1.0);
}