#ifdef ENVMAP_TYPE_CUBE_UV #define cubeUV_textureSize (1024.0) int getFaceFromDirection(vec3 direction) { vec3 absDirection = abs(direction); int face = -1; if( absDirection.x > absDirection.z ) { if(absDirection.x > absDirection.y ) face = direction.x > 0.0 ? 0 : 3; else face = direction.y > 0.0 ? 1 : 4; } else { if(absDirection.z > absDirection.y ) face = direction.z > 0.0 ? 2 : 5; else face = direction.y > 0.0 ? 1 : 4; } return face; } #define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0) #define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0)) vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) { float scale = exp2(cubeUV_maxLods1 - roughnessLevel); float dxRoughness = dFdx(roughness); float dyRoughness = dFdy(roughness); vec3 dx = dFdx( vec * scale * dxRoughness ); vec3 dy = dFdy( vec * scale * dyRoughness ); float d = max( dot( dx, dx ), dot( dy, dy ) ); // Clamp the value to the max mip level counts. hard coded to 6 mips d = clamp(d, 1.0, cubeUV_rangeClamp); float mipLevel = 0.5 * log2(d); return vec2(floor(mipLevel), fract(mipLevel)); } #define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0) #define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize) vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) { mipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel; float a = 16.0 * cubeUV_rcpTextureSize; vec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) ); vec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed; // float powScale = exp2(roughnessLevel + mipLevel); float powScale = exp2_packed.x * exp2_packed.y; // float scale = 1.0 / exp2(roughnessLevel + 2.0 + mipLevel); float scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25; // float mipOffset = 0.75*(1.0 - 1.0/exp2(mipLevel))/exp2(roughnessLevel); float mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x; bool bRes = mipLevel == 0.0; scale = bRes && (scale < a) ? a : scale; vec3 r; vec2 offset; int face = getFaceFromDirection(direction); float rcpPowScale = 1.0 / powScale; if( face == 0) { r = vec3(direction.x, -direction.z, direction.y); offset = vec2(0.0+mipOffset,0.75 * rcpPowScale); offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y; } else if( face == 1) { r = vec3(direction.y, direction.x, direction.z); offset = vec2(scale+mipOffset, 0.75 * rcpPowScale); offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y; } else if( face == 2) { r = vec3(direction.z, direction.x, direction.y); offset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale); offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y; } else if( face == 3) { r = vec3(direction.x, direction.z, direction.y); offset = vec2(0.0+mipOffset,0.5 * rcpPowScale); offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y; } else if( face == 4) { r = vec3(direction.y, direction.x, -direction.z); offset = vec2(scale+mipOffset, 0.5 * rcpPowScale); offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y; } else { r = vec3(direction.z, -direction.x, direction.y); offset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale); offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y; } r = normalize(r); float texelOffset = 0.5 * cubeUV_rcpTextureSize; vec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5; vec2 base = offset + vec2( texelOffset ); return base + s * ( scale - 2.0 * texelOffset ); } #define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0) vec4 textureCubeUV(vec3 reflectedDirection, float roughness ) { float roughnessVal = roughness* cubeUV_maxLods3; float r1 = floor(roughnessVal); float r2 = r1 + 1.0; float t = fract(roughnessVal); vec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness); float s = mipInfo.y; float level0 = mipInfo.x; float level1 = level0 + 1.0; level1 = level1 > 5.0 ? 5.0 : level1; // round to nearest mipmap if we are not interpolating. level0 += min( floor( s + 0.5 ), 5.0 ); // Tri linear interpolation. vec2 uv_10 = getCubeUV(reflectedDirection, r1, level0); vec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10)); vec2 uv_20 = getCubeUV(reflectedDirection, r2, level0); vec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20)); vec4 result = mix(color10, color20, t); return vec4(result.rgb, 1.0); } #endif