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//!#version 150
#include "gamma.sdr" //! #include "gamma.sdr"
#define PI 3.1415926535897932384626433832795
uniform samplerCube envmap;
layout (std140) uniform genericData {
int face;
};
in vec4 fragTexCoord;
out vec4 fragOut0;
// Iteratively optimised points to give low discrepancy distribution on arbitrary hemisphere.
const vec3 points[128] = vec3[128](
vec3(-0.2268, 0.6185, 0.7523),
vec3( 0.9958, -0.0871, -0.0277),
vec3( 0.7132, -0.6099, 0.3455),
vec3(-0.9243, -0.3644, 0.1137),
vec3( 0.4580, -0.3977, -0.7950),
vec3(-0.2989, -0.7422, -0.5998),
vec3(-0.7263, -0.5965, 0.3416),
vec3(-0.7906, 0.4955, 0.3597),
vec3(-0.5006, -0.5116, 0.6984),
vec3( 0.3924, 0.8514, 0.3479),
vec3(-0.5916, -0.8009, 0.0925),
vec3( 0.5076, 0.2359, -0.8287),
vec3(-0.6712, 0.5976, -0.4386),
vec3( 0.5255, -0.5998, -0.6034),
vec3( 0.2083, 0.7588, -0.6172),
vec3( 0.8282, 0.0486, 0.5584),
vec3( 0.2563, -0.6217, -0.7401),
vec3(-0.4601, 0.2289, -0.8579),
vec3( 0.6840, 0.5803, -0.4421),
vec3(-0.0167, 0.9512, -0.3080),
vec3( 0.2259, 0.3423, 0.9120),
vec3( 0.3726, -0.7409, 0.5587),
vec3( 0.0440, -0.4696, 0.8818),
vec3(-0.5011, -0.6169, -0.6069),
vec3( 0.2801, 0.8534, 0.4396),
vec3(-0.2464, -0.9090, 0.3360),
vec3(-0.7297, 0.1734, 0.6614),
vec3(-0.2619, 0.2954, 0.9188),
vec3( 0.1519, -0.5555, -0.8176),
vec3(-0.6161, -0.7542, 0.2274),
vec3( 0.3067, -0.8999, -0.3100),
vec3( 0.4223, -0.6110, 0.6696),
vec3(-0.7079, 0.5325, 0.4640),
vec3( 0.9522, -0.3022, 0.0443),
vec3(-0.3054, -0.5260, -0.7937),
vec3(-0.7502, 0.1605, -0.6414),
vec3( 0.9070, -0.0741, -0.4145),
vec3(-0.1592, 0.8002, -0.5783),
vec3( 0.7672, 0.4286, 0.4772),
vec3(-0.9340, 0.2468, -0.2584),
vec3( 0.9905, -0.1254, 0.0563),
vec3(-0.7776, -0.4144, -0.4729),
vec3(-0.7503, 0.6316, -0.1952),
vec3(-0.3313, -0.2916, -0.8973),
vec3( 0.1147, -0.7738, 0.6230),
vec3( 0.1481, 0.3008, -0.9421),
vec3(-0.8300, 0.0980, 0.5491),
vec3(-0.1374, 0.9904, 0.0163),
vec3( 0.0996, -0.9950, -0.0014),
vec3( 0.7040, 0.0177, -0.7100),
vec3(-0.3455, 0.8607, -0.3740),
vec3(-0.6005, 0.2897, 0.7453),
vec3( 0.3546, -0.8403, -0.4100),
vec3(-0.5317, 0.5463, -0.6472),
vec3( 0.4780, -0.1825, -0.8592),
vec3( 0.3033, -0.1953, 0.9327),
vec3(-0.8416, -0.1018, -0.5304),
vec3( 0.2834, -0.6792, -0.6771),
vec3( 0.9488, 0.1900, -0.2522),
vec3( 0.3215, 0.7569, -0.5690),
vec3(-0.7391, 0.5883, -0.3281),
vec3( 0.4351, -0.2649, 0.8605),
vec3( 0.0829, -0.8264, 0.5570),
vec3(-0.6900, 0.5097, 0.5139),
vec3( 0.6869, -0.5626, 0.4601),
vec3(-0.9385, -0.1405, -0.3153),
vec3(-0.2377, 0.7921, 0.5622),
vec3( 0.3259, -0.1633, -0.9312),
vec3( 0.4753, 0.8652, -0.1597),
vec3( 0.9267, 0.0849, -0.3661),
vec3(-0.8777, -0.4241, -0.2231),
vec3( 0.5195, -0.8463, -0.1177),
vec3(-0.2962, -0.5401, 0.7878),
vec3( 0.9439, 0.3300, -0.0130),
vec3(-0.9481, 0.2886, 0.1333),
vec3(-0.0272, -0.5312, 0.8468),
vec3(-0.3538, 0.6180, -0.7021),
vec3(-0.9996, 0.0160, -0.0217),
vec3( 0.2800, -0.3399, 0.8978),
vec3( 0.2090, 0.9773, 0.0338),
vec3( 0.5249, 0.0450, 0.8500),
vec3( 0.8165, 0.3275, -0.4755),
vec3( 0.1568, -0.6439, -0.7489),
vec3( 0.3034, 0.6192, -0.7243),
vec3(-0.7233, -0.6519, -0.2278),
vec3(-0.8259, -0.4757, 0.3027),
vec3( 0.2690, -0.7823, 0.5618),
vec3( 0.3309, 0.4864, -0.8087),
vec3(-0.3891, 0.4036, 0.8281),
vec3(-0.0919, 0.1208, 0.9884),
vec3(-0.2482, -0.5348, 0.8077),
vec3( 0.8195, 0.3333, 0.4661),
vec3( 0.7890, -0.6104, 0.0702),
vec3(-0.4653, 0.8046, 0.3688),
vec3(-0.0413, -0.2247, -0.9736),
vec3( 0.1926, 0.2839, -0.9393),
vec3( 0.9205, -0.2443, -0.3048),
vec3(-0.4891, 0.8229, 0.2891),
vec3(-0.9010, -0.4189, -0.1128),
vec3( 0.0706, 0.2715, 0.9598),
vec3(-0.2682, 0.4639, -0.8443),
vec3(-0.6389, -0.0442, 0.7680),
vec3(-0.2588, 0.9613, -0.0949),
vec3( 0.5469, -0.4194, 0.7246),
vec3( 0.8399, 0.3814, 0.3860),
vec3( 0.8060, -0.3544, -0.4741),
vec3(-0.7109, -0.4466, 0.5432),
vec3(-0.2986, -0.9381, -0.1753),
vec3( 0.3983, -0.3642, -0.8418),
vec3( 0.4518, 0.8744, 0.1770),
vec3( 0.8792, -0.4098, 0.2432),
vec3(-0.7904, 0.6106, -0.0494),
vec3( 0.1667, -0.2852, -0.9438),
vec3( 0.5566, 0.6694, 0.4920),
vec3( 0.1761, 0.9638, 0.2000),
vec3( 0.6951, 0.7188, 0.0090),
vec3(-0.2659, -0.0544, 0.9625),
vec3(-0.0370, 0.6667, 0.7444),
vec3( 0.1119, -0.5816, 0.8058),
vec3(-0.1706, -0.9310, -0.3226),
vec3( 0.5573, -0.8143, 0.1624),
vec3( 0.3899, -0.9183, 0.0682),
vec3(-0.2921, -0.7937, 0.5336),
vec3( 0.8488, 0.4895, 0.1997),
vec3(-0.6887, 0.1527, 0.7088),
vec3(-0.3092, 0.0011, -0.9510),
vec3( 0.3066, 0.6124, 0.7287),
vec3( 0.7305, 0.6698, 0.1333)
);
void main() {
float xpos = 2 * gl_FragCoord.x/16 - 1; // remap to (-1, 1)
float ypos = 2 * gl_FragCoord.y/16 - 1;
vec3 fragDir;
vec4 fragCol = vec4(0.0);
switch (face) {
case 0: // +X
fragDir = vec3(1.0, -ypos, -xpos);
break;
case 1: // -X
fragDir = vec3(-1.0, -ypos, xpos);
break;
case 2: // +Y
fragDir = vec3(xpos, 1.0, ypos);
break;
case 3: // -Y
fragDir = vec3(xpos, -1.0, -ypos);
break;
case 4: // +Z
fragDir = vec3(xpos, -ypos, 1.0);
break;
case 5: // -Z
fragDir = vec3(-xpos, -ypos, -1.0);
break;
}
fragDir = normalize(fragDir);
for(int i=0;i<128;++i)
{
// This precalcualted sampling method seems weird, but by having a set of fixed directions
// and mirroring the bad ones onto the correct side of the normal means that
// approximately 50% of envmap texture samples (the non-mirrored ones)
// are shared between adjacent fragments, improving texture cache hit rate.
float PdotD = dot(points[i], fragDir);
float aPdotD = abs(PdotD);
vec3 sampDir = points[i] + (aPdotD - PdotD) * fragDir;
fragCol += aPdotD * vec4(srgb_to_linear(texture(envmap, sampDir)).rgb, 1.0);
}
fragOut0 = linear_to_srgb(PI * fragCol * (1.0/128));
}
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