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-rw-r--r--src/Runtime/res/effectlib/evalEnvironmentMap.glsllib30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/Runtime/res/effectlib/evalEnvironmentMap.glsllib b/src/Runtime/res/effectlib/evalEnvironmentMap.glsllib
index df62c3b8..18431c70 100644
--- a/src/Runtime/res/effectlib/evalEnvironmentMap.glsllib
+++ b/src/Runtime/res/effectlib/evalEnvironmentMap.glsllib
@@ -30,26 +30,26 @@
vec3 evalEnvironmentMap( in vec3 R, float roughness )
{
- // convert R to spherical texture coordinates
- vec2 tc = vec2( ( atan( R.x, -R.z ) + PI ) / ( PI_TWO ), acos( -R.y ) / PI );
+ // convert R to spherical texture coordinates
+ vec2 tc = vec2( ( atan( R.x, -R.z ) + PI ) / ( PI_TWO ), acos( -R.y ) / PI );
- vec2 envMapSize = vec2( textureSize( uEnvironmentTexture, 0 ) );
- float envMapLevels = log2( max( envMapSize.x, envMapSize.y ) );
+ vec2 envMapSize = vec2( textureSize( uEnvironmentTexture, 0 ) );
+ float envMapLevels = log2( max( envMapSize.x, envMapSize.y ) );
- // simulate textureQueryLod
- vec2 dx = dFdx( tc * envMapSize.x );
- vec2 dy = dFdy( tc * envMapSize.y );
+ // simulate textureQueryLod
+ vec2 dx = dFdx( tc * envMapSize.x );
+ vec2 dy = dFdy( tc * envMapSize.y );
- float px = dot( dx, dx );
- float py = dot( dy, dy );
+ float px = dot( dx, dx );
+ float py = dot( dy, dy );
- float maxlod = 0.5 * log2( max( px, py ) ); // log2(sqrt()) = 0.5*log2()
- float minlod = 0.5 * log2( min( px, py ) );
+ float maxlod = 0.5 * log2( max( px, py ) ); // log2(sqrt()) = 0.5*log2()
+ float minlod = 0.5 * log2( min( px, py ) );
- //float lod = max(0.0, maxlod - min( maxlod - minlod, envMapLevels ));
- float lod = max(0.0, min( minlod, envMapLevels ));
+ //float lod = max(0.0, maxlod - min( maxlod - minlod, envMapLevels ));
+ float lod = max(0.0, min( minlod, envMapLevels ));
- float roughLevel = mix( lod , envMapLevels, roughness );
+ float roughLevel = mix( lod , envMapLevels, roughness );
- return( textureLod( uEnvironmentTexture, tc, roughLevel ).rgb );
+ return( textureLod( uEnvironmentTexture, tc, roughLevel ).rgb );
}