struct T_PBRMaterialOld { vec3 cAlbedo, cSpecular; float roughness , anisotropy , subsurface , metallic; }; struct T_PBRPrecomputedOld { float nDotC; float ffndc; // Fresnel from n.c vec3 tangent, bitangent; float specAlpha , viewSpecular; float aAspectX , aAspectY; // Anisotropy }; float PBR_FresnelFromOld( in float dotProduct ) { float d = clamp( 1.0 - dotProduct , 0 , 1 ) , d2 = d * d; return d2 * d2 * d; } float PBR_GetSpecularOld( in float cosine , in float alpha ) { float cs = cosine * cosine; float as = alpha * alpha; return 1. / ( cosine + sqrt( cs + as - cs * as ) ); } // Precompute some of the material's properties. This is independant of the // light source. T_PBRPrecomputedOld PBR_PrecomputeOld( in T_PBRMaterialOld material , in vec3 rayDir , in vec3 normal ) { T_PBRPrecomputedOld rv; rv.nDotC = dot( normal , rayDir ); rv.ffndc = PBR_FresnelFromOld( rv.nDotC ); rv.tangent = cross( vec3( 0. , 1. , 0. ) , normal ); if ( length( rv.tangent ) == 0.0 ) { rv.tangent = cross( vec3( 1. , 0. , 0. ) , normal ); } rv.tangent = normalize( rv.tangent ); rv.bitangent = normalize( cross( normal , rv.tangent ) ); rv.specAlpha = pow( material.roughness * .5 + .5 , 2. ); rv.viewSpecular = PBR_GetSpecularOld( rv.nDotC , rv.specAlpha ); const float sRoughness = material.roughness * material.roughness; const float aspect = sqrt( 1.0 - material.anisotropy * .9 ); rv.aAspectX = max( .001, sRoughness / aspect ); rv.aAspectY = max( .001, sRoughness * aspect ); return rv; } // Actually compute a light source's contribution vec3 PBR_ShadeOld( in T_PBRMaterialOld material , in T_PBRPrecomputedOld precomputed , in vec3 rayDir , in vec3 normal , in vec3 lightDir ) { const float nDotL = dot( normal , lightDir ); if ( nDotL <= 0. ) { return vec3( 0. ); } // FIXME: should be in common part float lSpecular = dot( material.cSpecular , vec3( .3 , .6 , .1 ) ); vec3 cSpecular = lSpecular > 0 ? ( material.cSpecular / lSpecular ) : vec3( 1 ); const vec3 halfVec = normalize( lightDir + rayDir ); const float nDotH = dot( normal , halfVec ); const float lDotH = dot( lightDir , halfVec ); const float ffndl = PBR_FresnelFromOld( nDotL ); float grazingDiffuse = lDotH * lDotH * material.roughness; float dSubsurface = mix( 1.0 , grazingDiffuse , ffndl ) * mix( 1.0 , grazingDiffuse , precomputed.ffndc ); dSubsurface = 1.25 * ( dSubsurface * ( 1.0 / ( nDotL + precomputed.nDotC ) - .5 ) + .5 ); grazingDiffuse = .5 + 2. * grazingDiffuse; const float dFresnel = mix( 1.0 , grazingDiffuse , ffndl ) * mix( 1.0 , grazingDiffuse , precomputed.ffndc ); float specular = PBR_GetSpecularOld( nDotL , precomputed.specAlpha ) * precomputed.viewSpecular; specular = mix( specular , 1.0 , PBR_FresnelFromOld( lDotH ) ); const vec3 d = vec3( dot( halfVec , precomputed.tangent ) / precomputed.aAspectX , dot( halfVec , precomputed.bitangent ) / precomputed.aAspectY , nDotH ); const float ds = dot( d , d ); const float anisotropic = precomputed.aAspectX * precomputed.aAspectY * ds * ds * 3.14159265; return nDotL * ( material.cAlbedo * mix( dFresnel , dSubsurface , material.subsurface ) * pow( 1.0 - material.metallic , 3 ) + specular * cSpecular / anisotropic ); } // YAY let's do it again! const float PI = 3.14159265; float PBR_SchlickFresnel( in float u ) { const float m = clamp( 1 - u , 0 , 1 ) , m2 = m * m; return m2 * m2 * m; } float PBR_GTR1( in float nDotH , in float a ) { if (a >= 1) { return 1/PI; } float a2 = a * a , t = 1 + ( a2 - 1 ) * nDotH * nDotH; return ( a2 - 1 ) / ( PI * log( a2 ) * t ); } float PBR_GTR2( in float nDotH , in float a ) { float a2 = a * a , t = 1 + ( a2 - 1 ) * nDotH * nDotH; return a2 / ( PI * t * t ); } float PBR_GTR2Aniso( in float nDotH , in float hDotX , in float hDotY , in float ax , in float ay ) { float x = hDotX / ax , y = hDotY / ay , p = x * x + y * y + nDotH * nDotH; return 1 / ( PI * ax * ay * p * p ); } float PBR_SmithGGX( in float nDotV , in float alpha ) { float a = alpha * alpha , b = nDotV * nDotV; return 1 / ( nDotV + sqrt( a + b - a * b ) ); } float PBR_SmithGGXAniso( in float nDotV , in float vDotX , in float vDotY , in float ax , in float ay ) { float x = vDotX * ax , y = vDotY * ay; return 1 / ( nDotV + sqrt( x * x + y * y + nDotV * nDotV ) ); } vec3 NormalizeColor( in vec3 color ) { float l = dot( color , vec3( .3 , .6 , .1 ) ); return l > 0 ? ( color / l ) : vec3( 1 ); } struct T_PBRMaterial { vec3 cAlbedo; float roughness; float metallic; float subsurface; float anisotropy; float specular; // Specular strengh for non-metals float specularTint; // Albedo color% in specular tint (non-metals) }; vec3 PBR_Shade( in T_PBRMaterial material , in vec3 camDir , in vec3 normal , in vec3 lightDir ) { float nDotL = dot( normal , lightDir ) , nDotV = dot( normal , camDir ); if ( nDotL < 0 ) return vec3( 1 , 0 , 0 ); if ( nDotV < 0 ) return vec3( 0 , -nDotV , 0 ); // if ( nDotL < 0 || nDotV < 0 ) { // return vec3( 0 ); // } vec3 tangent = cross( vec3( 0 , 1 , 0 ) , normal ); if ( length( tangent ) == 0 ) { tangent = cross( vec3( 1 , 0 , 0 ) , normal ); } tangent = normalize( tangent ); vec3 bitangent = normalize( cross( normal , tangent ) ); vec3 halfVec = normalize( lightDir + camDir ) , tint = NormalizeColor( material.cAlbedo ) , cSpecular = mix( material.specular * .08 * mix( vec3( 1 ) , tint , material.specularTint ) , material.cAlbedo , material.metallic ); //vec3 Csheen = mix(vec3(1), Ctint, sheenTint); float nDotH = dot( normal , halfVec ) , lDotH = dot( lightDir , halfVec ) , // Diffuse fresnel - go from 1 at normal incidence to .5 at grazing // and mix in diffuse retro-reflection based on roughness FL = PBR_SchlickFresnel( nDotL ) , FV = PBR_SchlickFresnel( nDotV ) , Fd90 = 0.5 + 2 * lDotH * lDotH * material.roughness , Fd = mix( 1 , Fd90 , FL ) * mix( 1 , Fd90 , FV ) , // Based on Hanrahan-Krueger brdf approximation of isotropic bssrdf // 1.25 scale is used to (roughly) preserve albedo // Fss90 used to "flatten" retroreflection based on roughness Fss90 = lDotH * lDotH * material.roughness , Fss = mix( 1 , Fss90 , FL ) * mix( 1 , Fss90 , FV ) , ss = 1.25 * ( Fss * ( 1 / ( nDotL + nDotV ) - .5 ) + .5 ) , // Specular aspect = sqrt( 1 - material.anisotropy * .9 ) , rsqr = material.roughness * material.roughness , ax = max( .001, rsqr / aspect ) , ay = max( .001, rsqr * aspect ) , Ds = PBR_GTR2Aniso( nDotH , dot( halfVec , tangent ) , dot( halfVec , bitangent ) , ax , ay ) , FH = PBR_SchlickFresnel( lDotH ) , Gs = PBR_SmithGGXAniso( nDotL , dot( lightDir , tangent ) , dot( lightDir , bitangent ) , ax , ay ) * PBR_SmithGGXAniso( nDotV , dot( camDir , tangent ) , dot( camDir , bitangent ) , ax , ay ); // sheen //vec3 Fsheen = FH * sheen * Csheen; // clearcoat (ior = 1.5 -> F0 = 0.04) /* float Dr = PBR_GTR1( nDotH , mix( .1 , .001 , clearcoatGloss)); float Fr = mix(.04, 1.0, FH); float Gr = smithG_GGX(NdotL, .25) * smithG_GGX(NdotV, .25); */ vec3 Fs = mix( cSpecular , vec3(1) , FH ); return nDotL * ( ( ( 1 / PI ) * mix( Fd , ss , material.subsurface ) * material.cAlbedo /* + Fsheen */) * pow( 1 - material.metallic , 3 ) + clamp( Gs , 0 , 1 ) * Fs * Ds ); //+ .25*clearcoat*Gr*Fr*Dr; }