1 layout(set=0) uniform EnvMap
6 layout(set=0) uniform samplerCube environment_map;
7 layout(set=0) uniform samplerCube irradiance_map;
9 #pragma MSP stage(fragment)
10 virtual vec3 get_environment_sample(vec3 direction, float roughness)
12 float lod = (2-roughness)*roughness*(textureQueryLevels(environment_map)-1);
13 return textureLod(environment_map, env_world_matrix*direction, lod).rgb;
16 virtual vec3 get_reflection(vec3 normal, vec3 look)
18 vec3 reflect_dir = reflect(look, normal);
19 return get_environment_sample(reflect_dir, 0.0);
22 virtual vec3 get_irradiance_sample(vec3 normal)
24 return texture(irradiance_map, env_world_matrix*normal).rgb;