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Implement ambient lighting in the Cook-Torrance shader
[libs/gl.git] / builtin_data / _pbr_prefilter.glsl
1 uniform PrecalcParams
2 {
3         int n_samples;
4 };
5
6 const float PI = 3.1415926535;
7
8 vec2 hammersley(int i, int count)
9 {
10         float y = bitfieldReverse(uint(i))*2.3283064e-10;
11         return vec2(float(i)/count, y);
12 }
13
14 vec3 uv_to_hemisphere(float u, float v)
15 {
16         float phi = u*2.0*PI;
17         float r = sqrt(1.0-v*v);
18         return vec3(cos(phi)*r, sin(phi)*r, v);
19 }
20
21 vec3 ndist_ggxtr_importance_sample(vec2 uv, float roughness)
22 {
23         float rough_q = roughness*roughness;
24         rough_q *= rough_q;
25         float v = sqrt((1.0-uv.y)/(1.0+(rough_q-1.0)*uv.y));
26         return uv_to_hemisphere(uv.x, v);
27 }