#include "BRDF.glsl" #ifdef COMPILEPS #line 100 vec3 GetSpecularDominantDir(vec3 normal, vec3 reflection, float roughness) { float smoothness = 1.0 - roughness; float lerpFactor = smoothness * (sqrt(smoothness) + roughness); return mix(normal, reflection, lerpFactor); } vec3 SphereLight(vec3 worldPos, vec3 lightVec, vec3 normal, vec3 toCamera, float roughness, vec3 specColor, vec3 diffColor, out float ndl) { float specEnergy = 1.0f; float radius = cLightRad / 100; float rough2 = max(roughness, 0.08); rough2 *= rough2; float radius2 = radius * radius; float distToLightSqrd = dot(lightVec,lightVec); float invDistToLight = inversesqrt(distToLightSqrd); float sinAlphaSqr = clamp(radius2 / distToLightSqrd, 0.0, 1.0); float sinAlpha = sqrt(sinAlphaSqr); ndl = dot(normal, (lightVec * invDistToLight)); if(ndl < sinAlpha) { ndl = max(ndl, -sinAlpha); ndl = ((sinAlpha + ndl) * (sinAlpha + ndl)) / (4 * sinAlpha); } float sphereAngle = clamp(radius * invDistToLight, 0.0, 1.0); specEnergy = rough2 / (rough2 + 0.5f * sphereAngle); specEnergy *= specEnergy; vec3 R = 2 * dot(toCamera, normal) * normal - toCamera; R = GetSpecularDominantDir(normal, R, roughness); // Find closest point on sphere to ray vec3 closestPointOnRay = dot(lightVec, R) * R; vec3 centerToRay = closestPointOnRay - lightVec; float invDistToRay = inversesqrt(dot(centerToRay, centerToRay)); vec3 closestPointOnSphere = lightVec + centerToRay * clamp(radius * invDistToRay, 0.0, 1.0); lightVec = closestPointOnSphere; vec3 L = normalize(lightVec); vec3 h = normalize(toCamera + L); float hdn = clamp(dot(h, normal), 0.0, 1.0); float hdv = dot(h, toCamera); float ndv = clamp(dot(normal, toCamera),0.0, 1.0); float hdl = clamp(dot(h, lightVec), 0.0, 1.0); vec3 diffuseFactor = Diffuse(diffColor, roughness, ndv, ndl, hdv) * ndl; vec3 fresnelTerm = Fresnel(specColor, hdv, hdl) ; float distTerm = Distribution(hdn, roughness); float visTerm = Visibility(ndl, ndv, roughness); vec3 specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI; return diffuseFactor + specularFactor; } vec3 TubeLight(vec3 worldPos, vec3 lightVec, vec3 normal, vec3 toCamera, float roughness, vec3 specColor, vec3 diffColor, out float ndl) { float radius = cLightRad / 100; float len = cLightLength / 10; vec3 pos = (cLightPosPS.xyz - worldPos); vec3 reflectVec = reflect(-toCamera, normal); vec3 L01 = cLightDirPS * len; vec3 L0 = pos - 0.5 * L01; vec3 L1 = pos + 0.5 * L01; vec3 ld = L1 - L0; float distL0 = length( L0 ); float distL1 = length( L1 ); float NoL0 = dot( L0, normal ) / ( 2.0 * distL0 ); float NoL1 = dot( L1, normal ) / ( 2.0 * distL1 ); ndl = ( 2.0 * clamp( NoL0 + NoL1, 0.0, 1.0 ) ) / ( distL0 * distL1 + dot( L0, L1 ) + 2.0 ); float a = len * len; float b = dot( reflectVec, L01 ); float t = clamp( dot( L0, b * reflectVec - L01 ) / (a - b*b), 0.0, 1.0 ); vec3 closestPoint = L0 + ld * clamp(t, 0.0, 1.0); vec3 centreToRay = dot( closestPoint, reflectVec ) * reflectVec - closestPoint; closestPoint = closestPoint + centreToRay * clamp(radius / length(centreToRay), 0.0, 1.0); vec3 l = normalize(closestPoint); vec3 h = normalize(toCamera + l); ndl = clamp(dot(normal, lightVec), 0.0, 1.0); float hdn = clamp(dot(h, normal), 0.0, 1.0); float hdv = dot(h, toCamera); float ndv = clamp(dot(normal, toCamera), 0.0, 1.0); float hdl = clamp(dot(h, lightVec), 0.0, 1.0); float distL = length(closestPoint); float alpha = max(roughness, 0.08) * max(roughness, 0.08); float alphaPrime = clamp(radius / (distL * 2.0) + alpha, 0.0, 1.0); vec3 diffuseFactor = Diffuse(diffColor, roughness, ndv, ndl, hdv) * ndl; vec3 fresnelTerm = Fresnel(specColor, hdv, hdl) ; float distTerm = Distribution(hdn, roughness); float visTerm = Visibility(ndl, ndv, roughness); vec3 specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI; return diffuseFactor + specularFactor; } //Return the PBR BRDF value // lightDir = the vector to the light // lightVev = normalised lightDir // toCamera = vector to the camera // normal = surface normal of the pixel // roughness = roughness of the pixel // diffColor = the rgb color of the pixel // specColor = the rgb specular color of the pixel vec3 GetBRDF(vec3 worldPos, vec3 lightDir, vec3 lightVec, vec3 toCamera, vec3 normal, float roughness, vec3 diffColor, vec3 specColor) { vec3 Hn = normalize(toCamera + lightDir); float vdh = clamp(dot(toCamera, Hn), M_EPSILON, 1.0); float ndh = clamp(dot(normal, Hn), M_EPSILON, 1.0); float ndl = clamp(dot(normal, lightVec), M_EPSILON, 1.0); float ldh = clamp(dot(lightVec, Hn), M_EPSILON, 1.0); float ndv = abs(dot(normal, toCamera)) + 1e-5; vec3 diffuseFactor = Diffuse(diffColor, roughness, ndv, ndl, vdh); vec3 specularFactor = vec3(0.0, 0.0, 0.0); #ifdef SPECULAR if(cLightRad > 0.0) { if(cLightLength > 0.0) { specularFactor = TubeLight(worldPos, lightVec, normal, toCamera, roughness, specColor, diffColor, ndl); specularFactor *= ndl; } else { specularFactor = SphereLight(worldPos, lightVec, normal, toCamera, roughness, specColor, diffColor, ndl); specularFactor *= ndl; } } else { vec3 fresnelTerm = Fresnel(specColor, vdh, ldh) ; float distTerm = Distribution(ndh, roughness); float visTerm = Visibility(ndl, ndv, roughness); specularFactor = fresnelTerm * distTerm * visTerm / M_PI; return diffuseFactor + specularFactor; } #endif return diffuseFactor + specularFactor; } #endif