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-rw-r--r--gfx/shaders/irradiance_map.frag9
1 files changed, 7 insertions, 2 deletions
diff --git a/gfx/shaders/irradiance_map.frag b/gfx/shaders/irradiance_map.frag
index 3cfe5b2..8200e73 100644
--- a/gfx/shaders/irradiance_map.frag
+++ b/gfx/shaders/irradiance_map.frag
@@ -13,6 +13,9 @@ uniform samplerCube Sky;
13 13
14in vec3 Ray; 14in vec3 Ray;
15 15
16// DEBUG
17// in vec2 Texcoord;
18
16layout (location = 0) out vec4 Color; 19layout (location = 0) out vec4 Color;
17 20
18void main() 21void main()
@@ -29,8 +32,8 @@ void main()
29 // T 32 // T
30 vec3 N = normalize(Ray); 33 vec3 N = normalize(Ray);
31 vec3 B = (abs(N.x) - 1.0 <= EPS) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); 34 vec3 B = (abs(N.x) - 1.0 <= EPS) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
32 vec3 T = cross(B, N); 35 vec3 T = normalize(cross(B, N));
33 B = cross(N, T); 36 B = normalize(cross(N, T));
34 37
35 int num_samples = 0; 38 int num_samples = 0;
36 vec3 irradiance = vec3(0.0); 39 vec3 irradiance = vec3(0.0);
@@ -54,6 +57,8 @@ void main()
54 irradiance = PI * irradiance / float(num_samples); 57 irradiance = PI * irradiance / float(num_samples);
55 58
56 // For debugging in trace. 59 // For debugging in trace.
60 //irradiance = texture(Sky, Ray).rgb;
61 // irradiance = vec3(Texcoord, 0.0);
57 //irradiance = pow(irradiance, vec3(1.0/2.2)); 62 //irradiance = pow(irradiance, vec3(1.0/2.2));
58 63
59 Color = vec4(irradiance, 1.0); 64 Color = vec4(irradiance, 1.0);