// the environment map: the sky and the clouds around the camera (the reflection pass draws nothing else into it since the // screen space reflections took over the scenery), with its mipmaps and the levels prefiltered with the GGX lobe layout(binding = ENV_TEX) uniform samplerCube envmap; // the same map prefiltered with the GGX lobe (envmap_prefilter.comp), used when env_ggx is 1 layout(binding = ENV_GGX_TEX) uniform samplerCube envmap_ggx; // the world space direction of the reflection of the view off a surface of the normal (view space) vec3 envmap_direction(vec3 normal) { vec3 refvec = reflect(f_pos.xyz, normal); // view space return vec3(inv_view * vec4(refvec, 0.0)); // world space } // the map in a world space direction, at a level of its mipmaps vec3 envmap_sample_lod(vec3 direction, float lod) { if (ENVMAP_ENABLED) { vec3 envcolor = textureLod(envmap, direction, lod).rgb; // Sanitize. The env cubemap can briefly contain NaN/Inf after a // reflection-pass regeneration (m_empty_cubemap was bound during the // face render and on NVIDIA can sample as undefined), and the mipmap // generation propagates a single NaN texel across the whole mip chain. // Without this guard a single bad texel produces one-frame black // flashes on glossy (esp. specgloss) surfaces. if (any(isnan(envcolor)) || any(isinf(envcolor))) envcolor = vec3(0.0); return max(envcolor, vec3(0.0)); } else { return vec3(0.5); } } // the map in a world space direction for a surface of the given perceptual roughness (0 mirror, 1 matte) vec3 envmap_sample_rough(vec3 direction, float roughness) { // the plain map, its mipmaps (box filtered) standing for the roughness const float MAX_REFLECTION_LOD = 8.0; vec3 boxcolor = envmap_sample_lod(direction, roughness * MAX_REFLECTION_LOD); if (ENVMAP_ENABLED) { if (env_ggx == 0U || roughness <= ENVMAP_GGX_ROUGHNESS_MIN) return boxcolor; float level = (roughness - ENVMAP_GGX_ROUGHNESS_MIN) / (1.0 - ENVMAP_GGX_ROUGHNESS_MIN) * float(ENVMAP_GGX_LEVELS - 1U); vec3 ggxcolor = textureLod(envmap_ggx, direction, level).rgb; if (any(isnan(ggxcolor)) || any(isinf(ggxcolor))) ggxcolor = vec3(0.0); ggxcolor = max(ggxcolor, vec3(0.0)); // the prefiltered map takes over over the first tenth of the roughness above its lowest level return mix(boxcolor, ggxcolor, clamp((roughness - ENVMAP_GGX_ROUGHNESS_MIN) * 10.0, 0.0, 1.0)); } else { return boxcolor; } } vec3 envmap_color( vec3 normal ) { return envmap_sample_lod(envmap_direction(normal), 0.0); } // Roughness-aware env map lookup — uses mip levels for blurry reflections. // lod 0.0 = mirror sharp, lod ~8.0 = fully diffuse blur. vec3 envmap_color_lod(vec3 fragnormal, float lod) { return envmap_sample_lod(envmap_direction(fragnormal), lod); } // reflection of the surroundings in a surface of the given perceptual roughness (0 mirror, 1 matte) vec3 envmap_color_rough(vec3 fragnormal, float roughness) { return envmap_sample_rough(envmap_direction(fragnormal), roughness); }