Some code tweaks
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8724cf2ea5
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a6297a2be1
6 changed files with 16 additions and 20 deletions
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@ -15,7 +15,7 @@ in vec3 fragPosition;
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uniform samplerCube environmentMap;
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// Constant values
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const float PI = 3.14159265359f;
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const float PI = 3.14159265359;
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// Output fragment color
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out vec4 finalColor;
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@ -31,8 +31,8 @@ void main()
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vec3 right = cross(up, normal);
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up = cross(normal, right);
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float sampleDelta = 0.025f;
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float nrSamples = 0.0f;
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float sampleDelta = 0.025;
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float nrSamples = 0.0;
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for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta)
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{
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@ -34,7 +34,7 @@ void main()
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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// Calculate fragment position based on model transformations
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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@ -18,7 +18,7 @@ uniform samplerCube environmentMap;
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uniform float roughness;
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// Constant values
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const float PI = 3.14159265359f;
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const float PI = 3.14159265359;
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// Output fragment color
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out vec4 finalColor;
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@ -35,7 +35,7 @@ float DistributionGGX(vec3 N, vec3 H, float roughness)
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float nom = a2;
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float nom = a2;
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float denom = (NdotH2*(a2 - 1.0) + 1.0);
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denom = PI*denom*denom;
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@ -49,7 +49,7 @@ float RadicalInverse_VdC(uint bits)
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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return float(bits)*2.3283064365386963e-10; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N)
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@ -60,7 +60,7 @@ vec2 Hammersley(uint i, uint N)
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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{
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float a = roughness*roughness;
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float phi = 2.0 * PI * Xi.x;
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float phi = 2.0*PI*Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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