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@@ -1,123 +0,0 @@
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-import ShaderNode from '../shadernode/ShaderNode.js';
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-import {
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- add, addTo, sub, mul, div, saturate, dot, pow, pow2, exp2, normalize, max, sqrt, negate,
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- cond, greaterThan, and,
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- transformedNormalView, positionViewDirection,
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- diffuseColor, specularColor, roughness,
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- EPSILON
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-} from '../shadernode/ShaderNodeElements.js';
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-
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-export const F_Schlick = new ShaderNode( ( inputs ) => {
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-
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- const { f0, f90, dotVH } = inputs;
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-
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- // Original approximation by Christophe Schlick '94
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- // float fresnel = pow( 1.0 - dotVH, 5.0 );
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-
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- // Optimized variant (presented by Epic at SIGGRAPH '13)
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- // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
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- const fresnel = exp2( mul( sub( mul( - 5.55473, dotVH ), 6.98316 ), dotVH ) );
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-
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- return add( mul( f0, sub( 1.0, fresnel ) ), mul( f90, fresnel ) );
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-
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-} ); // validated
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-
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-export const BRDF_Lambert = new ShaderNode( ( inputs ) => {
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-
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- return mul( 1 / Math.PI, inputs.diffuseColor ); // punctual light
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-
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-} ); // validated
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-
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-export const getDistanceAttenuation = new ShaderNode( ( inputs ) => {
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-
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- const { lightDistance, cutoffDistance, decayExponent } = inputs;
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-
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- return cond(
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- and( greaterThan( cutoffDistance, 0 ), greaterThan( decayExponent, 0 ) ),
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- pow( saturate( add( div( negate( lightDistance ), cutoffDistance ), 1.0 ) ), decayExponent ),
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- 1.0
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- );
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-
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-} ); // validated
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-
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-//
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-// STANDARD
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-//
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-
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-// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
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-// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
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-export const V_GGX_SmithCorrelated = new ShaderNode( ( inputs ) => {
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-
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- const { alpha, dotNL, dotNV } = inputs;
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-
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- const a2 = pow2( alpha );
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-
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- const gv = mul( dotNL, sqrt( add( a2, mul( sub( 1.0, a2 ), pow2( dotNV ) ) ) ) );
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- const gl = mul( dotNV, sqrt( add( a2, mul( sub( 1.0, a2 ), pow2( dotNL ) ) ) ) );
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-
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- return div( 0.5, max( add( gv, gl ), EPSILON ) );
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-
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-} ); // validated
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-
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-// Microfacet Models for Refraction through Rough Surfaces - equation (33)
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-// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
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-// alpha is "roughness squared" in Disney’s reparameterization
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-export const D_GGX = new ShaderNode( ( inputs ) => {
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-
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- const { alpha, dotNH } = inputs;
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-
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- const a2 = pow2( alpha );
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-
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- const denom = add( mul( pow2( dotNH ), sub( a2, 1.0 ) ), 1.0 ); // avoid alpha = 0 with dotNH = 1
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-
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- return mul( 1 / Math.PI, div( a2, pow2( denom ) ) );
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-
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-} ); // validated
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-
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-
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-// GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
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-export const BRDF_GGX = new ShaderNode( ( inputs ) => {
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-
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- const { lightDirection, f0, f90, roughness } = inputs;
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-
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- const alpha = pow2( roughness ); // UE4's roughness
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-
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- const halfDir = normalize( add( lightDirection, positionViewDirection ) );
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-
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- const dotNL = saturate( dot( transformedNormalView, lightDirection ) );
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- const dotNV = saturate( dot( transformedNormalView, positionViewDirection ) );
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- const dotNH = saturate( dot( transformedNormalView, halfDir ) );
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- const dotVH = saturate( dot( positionViewDirection, halfDir ) );
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-
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- const F = F_Schlick( { f0, f90, dotVH } );
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-
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- const V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } );
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-
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- const D = D_GGX( { alpha, dotNH } );
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-
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- return mul( F, mul( V, D ) );
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-
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-} ); // validated
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-
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-export const RE_Direct_Physical = new ShaderNode( ( inputs ) => {
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-
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- const { lightDirection, lightColor, directDiffuse, directSpecular } = inputs;
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-
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- const dotNL = saturate( dot( transformedNormalView, lightDirection ) );
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- let irradiance = mul( dotNL, lightColor );
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-
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- irradiance = mul( irradiance, Math.PI ); // punctual light
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-
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- addTo( directDiffuse, mul( irradiance, BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
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-
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- addTo( directSpecular, mul( irradiance, BRDF_GGX( { lightDirection, f0: specularColor, f90: 1, roughness } ) ) );
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-
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-} );
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-
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-export const PhysicalLightingModel = new ShaderNode( ( inputs/*, builder*/ ) => {
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-
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- // PHYSICALLY_CORRECT_LIGHTS <-> builder.renderer.physicallyCorrectLights === true
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-
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- RE_Direct_Physical( inputs );
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-
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-} );
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