#version 450 core out vec4 FragColor; in vec3 WorldPos; uniform samplerCube environmentMap; const float PI = 3.14159265359; void main() { // The world vector acts as the normal of a tangent surface // from the origin, aligned to WorldPos. Given this normal, calculate all // incoming radiance of the environment. The result of this radiance // is the radiance of light coming from -Normal direction, which is what // we use in the PBR shader to sample irradiance. vec3 N = normalize(WorldPos); vec3 irradiance = vec3(0.0); // tangent space calculation from origin point vec3 up = vec3(0.0, 1.0, 0.0); vec3 right = normalize(cross(up, N)); up = normalize(cross(N, right)); float sampleDelta = 0.025; float nrSamples = 0.0; for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta) { for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta) { // spherical to cartesian (in tangent space) vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); // tangent space to world vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N; irradiance += texture(environmentMap, sampleVec).rgb * cos(theta) * sin(theta); nrSamples++; } } irradiance = PI * irradiance * (1.0 / float(nrSamples)); FragColor = vec4(irradiance, 1.0); }