--- /dev/null
+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;
+}
+