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- #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
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