feat(renderer): improve IBL with Hosek-Wilkie sky, SH irradiance, GPU BRDF LUT
- Hosek-Wilkie inspired procedural sky (Rayleigh/Mie scattering, sun disk) - L2 Spherical Harmonics irradiance (9 coefficients, CPU computation) - SH evaluation in shader replaces sample_environment for diffuse IBL - GPU compute BRDF LUT (Rg16Float, higher precision than CPU Rgba8Unorm) - SkyParams (sun_direction, turbidity) in ShadowUniform Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -144,6 +144,11 @@ pub struct ShadowUniform {
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pub shadow_map_size: f32,
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pub shadow_bias: f32,
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pub _padding: [f32; 2],
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// Sky parameters (Hosek-Wilkie inspired)
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pub sun_direction: [f32; 3],
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pub turbidity: f32,
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// L2 Spherical Harmonics coefficients: 9 RGB coefficients packed into 7 vec4s (28 floats)
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pub sh_coefficients: [[f32; 4]; 7],
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}
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#[repr(C)]
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