layout(set=0) uniform EnvMap { mat3 env_world_matrix; }; layout(set=0) uniform samplerCube environment_map; layout(set=0) uniform samplerCube irradiance_map; #pragma MSP stage(fragment) virtual vec3 get_environment_sample(vec3 direction, float roughness) { 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, 0.0); } virtual vec3 get_irradiance_sample(vec3 normal) { return texture(irradiance_map, env_world_matrix*normal).rgb; }