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- import F_Schlick from './F_Schlick.js';
- import { ShaderNode, shininess, specularColor, float, add, clamp, dot, mul, normalize, positionViewDirection, transformedNormalView } from '../../shadernode/ShaderNodeBaseElements.js';
- const G_BlinnPhong_Implicit = () => float( 0.25 );
- const D_BlinnPhong = new ShaderNode( ( { dotNH } ) => {
- return shininess.mul( 1 / Math.PI ).mul( 0.5 ).add( 1.0 ).mul( dotNH.pow( shininess ) );
- } );
- const BRDF_BlinnPhong = new ShaderNode( ( { lightDirection } ) => {
- const halfDir = normalize( add( lightDirection, positionViewDirection ) );
- const dotNH = clamp( dot( transformedNormalView, halfDir ) );
- const dotVH = clamp( dot( positionViewDirection, halfDir ) );
- const F = F_Schlick.call( { f0: specularColor, f90: 1.0, dotVH } );
- const G = G_BlinnPhong_Implicit();
- const D = D_BlinnPhong.call( { dotNH } );
- return mul( F, G, D );
- } );
- export default BRDF_BlinnPhong;
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