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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/helperFunctions.js"; import "./ShadersInclude/importanceSampling.js"; import "./ShadersInclude/pbrBRDFFunctions.js"; import "./ShadersInclude/hdrFilteringFunctions.js"; const name = "iblDominantDirectionPixelShader"; const shader = `precision highp sampler2D;precision highp samplerCube; #include<helperFunctions> #include<importanceSampling> #include<pbrBRDFFunctions> #include<hdrFilteringFunctions> varying vec2 vUV;uniform sampler2D icdfSampler;void main(void) {vec3 lightDir=vec3(0.0,0.0,0.0);for(uint i=0u; i<NUM_SAMPLES; ++i) {vec2 Xi=hammersley(i,NUM_SAMPLES);vec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.0)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));lightDir+=Ls;} lightDir/=float(NUM_SAMPLES);gl_FragColor=vec4(lightDir,1.0);}`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const iblDominantDirectionPixelShader = { name, shader }; //# sourceMappingURL=iblDominantDirection.fragment.js.map