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

58 lines
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1.8 KiB
HLSL

#include "../space/xyz2equirect.hlsl"
#include "../generative/random.hlsl"
#include "../generative/srandom.hlsl"
#include "../sampler.hlsl"
/*
contributors: Patricio Gonzalez Vivo
description: sample an equirect texture as it was a cubemap
use: sampleEquirect(<SAMPLER_TYPE> texture, <float3> dir)
options:
- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (texture2D(...) or texture(...))
- SAMPLEEQUIRET_ITERATIONS: null
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 FNC_SAMPLEEQUIRECT
#define FNC_SAMPLEEQUIRECT
float4 sampleEquirect(SAMPLER_TYPE tex, float3 dir) {
float2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
return SAMPLER_FNC(tex, st);
}
float4 sampleEquirect(SAMPLER_TYPE tex, float3 dir, float lod) {
#if defined(SAMPLEEQUIRET_ITERATIONS)
float4 acc = float4(0.0, 0.0, 0.0, 0.0);
float2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
float2x2 rot = float2x2(cos(GOLDEN_ANGLE), sin(GOLDEN_ANGLE), -sin(GOLDEN_ANGLE), cos(GOLDEN_ANGLE));
float r = 1.;
float2 vangle = float2(0.0, lod * 0.01);
for (int i = 0; i < SAMPLEEQUIRET_ITERATIONS; i++) {
vangle = mul(rot, vangle);
r++;
float4 col = SAMPLER_FNC(tex, st + random( float3(st, r) ) * vangle );
acc += col * col;
}
return float4(acc.rgb/acc.a, 1.0);
#else
dir += srandom3( dir ) * 0.01 * lod;
float2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
return SAMPLER_FNC(tex, st);
#endif
}
#endif