111 lines
3.1 KiB
GLSL
111 lines
3.1 KiB
GLSL
//! type library
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//! include lib/utils.glsl
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struct T_PBRMaterial
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{
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vec3 cAlbedo;
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float roughness;
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float metallic;
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float subsurface;
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float anisotropy;
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float specular; // Specular strengh for non-metals
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float specularTint; // Albedo color% in specular tint (non-metals)
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};
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// -----------------------------------------------------------------------------
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float PBR_SchlickFresnel(
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in float u )
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{
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const float m = clamp( 1 - u , 0 , 1 ) ,
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m2 = m * m;
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return m2 * m2 * m;
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}
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float PBR_GTR2Aniso(
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in float nDotH ,
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in float hDotX ,
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in float hDotY ,
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in float ax ,
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in float ay )
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{
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float x = hDotX / ax , y = hDotY / ay ,
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p = x * x + y * y + nDotH * nDotH;
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return 1 / ( PI * ax * ay * p * p );
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}
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float PBR_SmithGGXAniso(
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in float nDotV ,
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in float vDotX ,
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in float vDotY ,
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in float ax ,
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in float ay )
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{
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float x = vDotX * ax , y = vDotY * ay;
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return 1 / ( nDotV + sqrt( x * x + y * y + nDotV * nDotV ) );
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}
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vec3 PBR_Shade(
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in T_PBRMaterial material ,
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in vec3 camDir ,
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in vec3 normal ,
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in vec3 lightDir )
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{
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float nDotL = dot( normal , lightDir ) ,
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nDotV = dot( normal , camDir );
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if ( nDotL < 0 || nDotV < 0 ) {
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return vec3( 0 );
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}
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vec3 tangent = cross( vec3( 0 , 1 , 0 ) , normal );
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if ( length( tangent ) == 0 ) {
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tangent = cross( vec3( 1 , 0 , 0 ) , normal );
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}
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tangent = normalize( tangent );
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vec3 bitangent = normalize( cross( normal , tangent ) );
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vec3 halfVec = normalize( lightDir + camDir ) ,
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tint = M_NormalizeColor( material.cAlbedo ) ,
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cSpecular = mix( material.specular * .08 * mix(
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vec3( 1 ) , tint , material.specularTint ) ,
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material.cAlbedo , material.metallic );
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//vec3 Csheen = mix(vec3(1), Ctint, sheenTint);
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float nDotH = dot( normal , halfVec ) ,
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lDotH = dot( lightDir , halfVec ) ,
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// Diffuse fresnel - go from 1 at normal incidence to .5 at grazing
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// and mix in diffuse retro-reflection based on roughness
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FL = PBR_SchlickFresnel( nDotL ) ,
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FV = PBR_SchlickFresnel( nDotV ) ,
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Fd90 = 0.5 + 2 * lDotH * lDotH * material.roughness ,
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Fd = mix( 1 , Fd90 , FL ) * mix( 1 , Fd90 , FV ) ,
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// Based on Hanrahan-Krueger brdf approximation of isotropic bssrdf
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// 1.25 scale is used to (roughly) preserve albedo
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// Fss90 used to "flatten" retroreflection based on roughness
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Fss90 = lDotH * lDotH * material.roughness ,
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Fss = mix( 1 , Fss90 , FL ) * mix( 1 , Fss90 , FV ) ,
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ss = 1.25 * ( Fss * ( 1 / ( nDotL + nDotV ) - .5 ) + .5 ) ,
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// Specular
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aspect = sqrt( 1 - material.anisotropy * .9 ) ,
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rsqr = material.roughness * material.roughness ,
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ax = max( .001, rsqr / aspect ) ,
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ay = max( .001, rsqr * aspect ) ,
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Ds = PBR_GTR2Aniso( nDotH , dot( halfVec , tangent ) ,
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dot( halfVec , bitangent ) , ax , ay ) ,
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FH = PBR_SchlickFresnel( lDotH ) ,
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Gs = PBR_SmithGGXAniso( nDotL , dot( lightDir , tangent ) ,
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dot( lightDir , bitangent ) , ax , ay )
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* PBR_SmithGGXAniso( nDotV , dot( camDir , tangent ) ,
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dot( camDir , bitangent ) , ax , ay );
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vec3 Fs = mix( cSpecular , vec3(1) , FH );
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return nDotL * ( ( ( 1 / PI )
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* mix( Fd , ss , material.subsurface )
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* material.cAlbedo /* + Fsheen */)
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* pow( 1 - material.metallic , 3 )
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+ clamp( Gs , 0 , 1 ) * Fs * Ds );
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}
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