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- import F_Schlick from './F_Schlick.js';
- import V_GGX_SmithCorrelated from './V_GGX_SmithCorrelated.js';
- import D_GGX from './D_GGX.js';
- import { transformedNormalView } from '../../accessors/NormalNode.js';
- import { positionViewDirection } from '../../accessors/PositionNode.js';
- import { ShaderNode } from '../../shadernode/ShaderNode.js';
- // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
- const BRDF_GGX = new ShaderNode( ( inputs ) => {
- const { lightDirection, f0, f90, roughness } = inputs;
- const alpha = roughness.pow2(); // UE4's roughness
- const halfDir = lightDirection.add( positionViewDirection ).normalize();
- const dotNL = transformedNormalView.dot( lightDirection ).clamp();
- const dotNV = transformedNormalView.dot( positionViewDirection ).clamp();
- const dotNH = transformedNormalView.dot( halfDir ).clamp();
- const dotVH = positionViewDirection.dot( halfDir ).clamp();
- const F = F_Schlick.call( { f0, f90, dotVH } );
- const V = V_GGX_SmithCorrelated.call( { alpha, dotNL, dotNV } );
- const D = D_GGX.call( { alpha, dotNH } );
- return F.mul( V ).mul( D );
- } ); // validated
- export default BRDF_GGX;
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