uniform sampler2D normal_map;
uniform samplerCube environment_map;
+uniform samplerCube irradiance_map;
layout(constant_id=auto) const bool use_normal_map = false;
return normalize(world_normal);
}
-virtual vec3 get_environment_sample(vec3 direction)
+virtual vec3 get_environment_sample(vec3 direction, float roughness)
{
- return texture(environment_map, env_world_matrix*direction).rgb;
+ float lod = (2-roughness)*roughness*(textureQueryLevels(environment_map)-1);
+ return textureLod(environment_map, env_world_matrix*direction, lod).rgb;
}
virtual vec3 get_reflection(vec3 normal, vec3 look)
{
vec3 reflect_dir = reflect(look, normal);
- return get_environment_sample(reflect_dir);
+ return get_environment_sample(reflect_dir, 0.0);
+}
+
+virtual vec3 get_irradiance_sample(vec3 normal)
+{
+ return texture(irradiance_map, env_world_matrix*normal).rgb;
}
vec3 apply_fog(vec3 color)