export default /* glsl */` #if defined( USE_ENVMAP ) #ifdef ENVMAP_MODE_REFRACTION uniform float refractionRatio; #endif vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) { vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix ); #ifdef ENVMAP_TYPE_CUBE vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz ); // TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level // of a specular cubemap, or just the default level of a specially created irradiance cubemap. #ifdef TEXTURE_LOD_EXT vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) ); #else // force the bias high to get the last LOD level as it is the most blurred. vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) ); #endif envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb; #elif defined( ENVMAP_TYPE_CUBE_UV ) vec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 ); #else vec4 envMapColor = vec4( 0.0 ); #endif return PI * envMapColor.rgb * envMapIntensity; } // Trowbridge-Reitz distribution to Mip level, following the logic of http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html float getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) { float maxMIPLevelScalar = float( maxMIPLevel ); float sigma = PI * roughness * roughness / ( 1.0 + roughness ); float desiredMIPLevel = maxMIPLevelScalar + log2( sigma ); // clamp to allowable LOD ranges. return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar ); } vec3 getLightProbeIndirectRadiance( /*const in SpecularLightProbe specularLightProbe,*/ const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) { #ifdef ENVMAP_MODE_REFLECTION vec3 reflectVec = reflect( -viewDir, normal ); // Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane. reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) ); #else vec3 reflectVec = refract( -viewDir, normal, refractionRatio ); #endif reflectVec = inverseTransformDirection( reflectVec, viewMatrix ); float specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel ); #ifdef ENVMAP_TYPE_CUBE vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz ); #ifdef TEXTURE_LOD_EXT vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel ); #else vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel ); #endif envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb; #elif defined( ENVMAP_TYPE_CUBE_UV ) vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness ); #elif defined( ENVMAP_TYPE_EQUIREC ) vec2 sampleUV; sampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; sampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5; #ifdef TEXTURE_LOD_EXT vec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel ); #else vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel ); #endif envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb; #elif defined( ENVMAP_TYPE_SPHERE ) vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) ); #ifdef TEXTURE_LOD_EXT vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel ); #else vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel ); #endif envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb; #endif return envMapColor.rgb * envMapIntensity; } #endif `;