fuckingtech/public/assets/glsl/lygia/lighting/envMap.hlsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

72 lines
2.2 KiB
HLSL

#include "../sampler.hlsl"
#include "../math/powFast.hlsl"
#include "fakeCube.hlsl"
#include "toShininess.hlsl"
/*
contributors: Patricio Gonzalez Vivo
description: |
Get enviroment map light comming from a normal direction and acording
to some roughness/metallic value. If there is no SCENE_CUBEMAP texture it creates
a fake cube
use: <float3> envMap(<float3> _normal, <float> _roughness [, <float> _metallic])
options:
- CUBEMAP: pointing to the cubemap texture
- ENVMAP_MAX_MIP_LEVEL
- ENVMAP_LOD_OFFSET
- ENVMAP_FNC(NORMAL, ROUGHNESS, METALLIC)
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef SAMPLE_CUBE_FNC
#define SAMPLE_CUBE_FNC(CUBEMAP, NORM, LOD) CUBEMAP.SampleLevel(SAMPLER_TRILINEAR_CLAMP, NORM, LOD)
#endif
#ifndef ENVMAP_LOD_OFFSET
#define ENVMAP_LOD_OFFSET 0
#endif
#ifndef FNC_ENVMAP
#define FNC_ENVMAP
float envMapRoughnessToLod(float roughness, float roughnessOneLevel) {
// quadratic fit for log2(roughness)+roughnessOneLevel
return roughnessOneLevel * roughness * (2.0 - roughness);
}
float3 envMap(float3 _normal, float _roughness, float _metallic) {
// ENVMAP overwrites cube sampling
#if defined(ENVMAP_FNC)
return ENVMAP_FNC(_normal, _roughness, _metallic);
// Cubemap sampling
#elif defined(SCENE_CUBEMAP) && !defined(ENVMAP_MAX_MIP_LEVEL)
uint width, height, levels;
SCENE_CUBEMAP.GetDimensions(0, width, height, levels);
float roughnessOneLevel = levels - ENVMAP_LOD_OFFSET - 1;
return SAMPLE_CUBE_FNC( SCENE_CUBEMAP, _normal, envMapRoughnessToLod(_roughness, roughnessOneLevel)).rgb;
#elif defined(SCENE_CUBEMAP)
return SAMPLE_CUBE_FNC( SCENE_CUBEMAP, _normal, envMapRoughnessToLod(_roughness, ENVMAP_MAX_MIP_LEVEL)).rgb;
// Default
#else
return fakeCube(_normal, toShininess(_roughness, _metallic));
#endif
}
float3 envMap(const in float3 _normal, const in float _roughness) {
return envMap(_normal, _roughness, 1.0);
}
float3 envMap(const in Material _M, ShadingData shadingData) {
return envMap(shadingData.R, _M.roughness, _M.metallic);
}
#endif