GLSL 传入2D环境贴图,shader内部实现立方体环境贴图映射

#version 300 es
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoords;
layout(location = 3) in vec3 aTangent;

out vec3 Normal;
out vec2 TexCoords;
out vec3 TangentViewDir;
out mat3 iTBN;
out vec3 FragPos;
out vec3 camPos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat3 normalMat;
uniform vec3 eyePos;

void main()
{
	TexCoords = aTexCoords;
	vec3 Position = aPos;
	gl_Position = projection * view * model * vec4(Position, 1.0);
	vec3 T = normalize(vec3(normalMat * aTangent));
	vec3 N = normalize(vec3(normalMat * aNormal));
	vec3 B = cross(N, T);

	Normal = N;
	mat3 TBN = transpose(mat3(T, B, N));
	FragPos = vec3(model * vec4(Position, 1.0));
	TangentViewDir = TBN * (eyePos - FragPos);
	iTBN = inverse(TBN);
  camPos = eyePos;
}
#version 300 es
precision mediump float;
#define PI 3.1415926535897932384626433832795

in vec3 Normal;
in vec2 TexCoords;
in vec3 TangentViewDir;
in mat3 iTBN;
in vec3 FragPos;
in vec3 camPos;

out vec4 FragColor;

uniform sampler2D albedoMap;
uniform sampler2D normalMap;
uniform sampler2D metallicMap;
uniform sampler2D roughnessMap;
uniform sampler2D aoMap;
uniform sampler2D brdfLUT;
uniform sampler2D environmentMap;
uniform float opacity;

//Fresnel-Schlick Fresnel equation
vec3 fresnelSchlick(float cosTheta, vec3 F0);
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);

void main()
{
	vec2 texCoords = TexCoords;
  vec3 albedo = texture(albedoMap, texCoords).rgb;
  float metallic = texture(metallicMap, texCoords).r;
  float roughness = texture(roughnessMap, texCoords).r;
  float ao = texture(aoMap, texCoords).r;

	vec3 N = texture(normalMap, texCoords).rgb;
	N = normalize(N * 2.0 - 1.0);
  vec3 V = normalize(TangentViewDir);
	vec3 R = reflect(-V, N);

	vec3 F0 = vec3(0.04); 
	F0 = mix(F0, albedo, metallic);
	vec3 Lo = vec3(0.0);

    // IBL
	vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness);
	vec3 kS = F;
	vec3 kD = 1.0 - kS;
	kD *= 1.0 - metallic;

  vec3 viewDir = normalize(FragPos - camPos); 
  vec3 reflectDir = reflect(viewDir, normalize(Normal));
  // 模拟立方体映射
  vec3 cubeMapUVW = reflectDir * 0.5 + 0.5;
  // 从2D环境贴图中采样
  vec3 irradiance = texture(environmentMap, cubeMapUVW.xy).rgb;
	vec3 diffuse = irradiance * albedo;

  vec3 prefilteredColor = mix(irradiance, vec3(1.0), roughness);
	vec3 specular = prefilteredColor * F;
	vec3 ambient = (kD * diffuse + specular) * ao;
    
  vec3 color = ambient + Lo;

  const float gamma = 2.2;
	// gamma correction
	color = pow(color, vec3(1.0/gamma));

	FragColor = vec4(color, opacity);
}

vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
    return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}

vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
{
    return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
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