129 lines
4.2 KiB
Plaintext
129 lines
4.2 KiB
Plaintext
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#ifdef ENVMAP_TYPE_CUBE_UV
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#define cubeUV_textureSize (1024.0)
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int getFaceFromDirection(vec3 direction) {
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vec3 absDirection = abs(direction);
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int face = -1;
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if( absDirection.x > absDirection.z ) {
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if(absDirection.x > absDirection.y )
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face = direction.x > 0.0 ? 0 : 3;
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else
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face = direction.y > 0.0 ? 1 : 4;
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}
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else {
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if(absDirection.z > absDirection.y )
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face = direction.z > 0.0 ? 2 : 5;
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else
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face = direction.y > 0.0 ? 1 : 4;
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}
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return face;
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}
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#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)
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#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))
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vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {
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float scale = exp2(cubeUV_maxLods1 - roughnessLevel);
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float dxRoughness = dFdx(roughness);
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float dyRoughness = dFdy(roughness);
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vec3 dx = dFdx( vec * scale * dxRoughness );
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vec3 dy = dFdy( vec * scale * dyRoughness );
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float d = max( dot( dx, dx ), dot( dy, dy ) );
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// Clamp the value to the max mip level counts. hard coded to 6 mips
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d = clamp(d, 1.0, cubeUV_rangeClamp);
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float mipLevel = 0.5 * log2(d);
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return vec2(floor(mipLevel), fract(mipLevel));
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}
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#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)
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#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)
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vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
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mipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;
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float a = 16.0 * cubeUV_rcpTextureSize;
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vec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );
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vec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;
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// float powScale = exp2(roughnessLevel + mipLevel);
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float powScale = exp2_packed.x * exp2_packed.y;
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// float scale = 1.0 / exp2(roughnessLevel + 2.0 + mipLevel);
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float scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;
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// float mipOffset = 0.75*(1.0 - 1.0/exp2(mipLevel))/exp2(roughnessLevel);
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float mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;
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bool bRes = mipLevel == 0.0;
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scale = bRes && (scale < a) ? a : scale;
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vec3 r;
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vec2 offset;
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int face = getFaceFromDirection(direction);
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float rcpPowScale = 1.0 / powScale;
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if( face == 0) {
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r = vec3(direction.x, -direction.z, direction.y);
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offset = vec2(0.0+mipOffset,0.75 * rcpPowScale);
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offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;
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}
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else if( face == 1) {
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r = vec3(direction.y, direction.x, direction.z);
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offset = vec2(scale+mipOffset, 0.75 * rcpPowScale);
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offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;
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}
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else if( face == 2) {
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r = vec3(direction.z, direction.x, direction.y);
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offset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);
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offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;
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}
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else if( face == 3) {
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r = vec3(direction.x, direction.z, direction.y);
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offset = vec2(0.0+mipOffset,0.5 * rcpPowScale);
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offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;
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}
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else if( face == 4) {
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r = vec3(direction.y, direction.x, -direction.z);
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offset = vec2(scale+mipOffset, 0.5 * rcpPowScale);
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offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;
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}
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else {
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r = vec3(direction.z, -direction.x, direction.y);
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offset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);
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offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;
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}
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r = normalize(r);
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float texelOffset = 0.5 * cubeUV_rcpTextureSize;
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vec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;
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vec2 base = offset + vec2( texelOffset );
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return base + s * ( scale - 2.0 * texelOffset );
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}
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#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)
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vec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {
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float roughnessVal = roughness* cubeUV_maxLods3;
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float r1 = floor(roughnessVal);
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float r2 = r1 + 1.0;
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float t = fract(roughnessVal);
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vec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);
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float s = mipInfo.y;
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float level0 = mipInfo.x;
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float level1 = level0 + 1.0;
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level1 = level1 > 5.0 ? 5.0 : level1;
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// round to nearest mipmap if we are not interpolating.
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level0 += min( floor( s + 0.5 ), 5.0 );
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// Tri linear interpolation.
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vec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);
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vec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));
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vec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);
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vec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));
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vec4 result = mix(color10, color20, t);
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return vec4(result.rgb, 1.0);
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}
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#endif
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