95 lines
2.5 KiB
GLSL
95 lines
2.5 KiB
GLSL
#version 330 core
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const float DIELECTRIC_SPECULAR = 0.04;
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// math.glsl
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float M_PI();
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float M_1_PI();
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float sqr(float x);
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float pow5(float x);
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/*
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* Fresnel, Schlick's approximation.
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*/
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vec3 F_Schlick(float VdotH, vec3 f0)
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{
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return f0 + (vec3(1.0) - f0) * pow5(clamp(1.0 - VdotH, 0.0, 1.0));
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}
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/*
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* Fresnel, Schlick's approximation, monochromatic.
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*/
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float F_Schlick(float VdotH, float f0)
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{
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return f0 + (1.0 - f0) * pow5(clamp(1.0 - VdotH, 0.0, 1.0));
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}
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/*
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* Normal distribution function, Trowbridge-Reitz/GGX microfacet distribution.
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*/
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float D_GGX(float NdotH, float a2)
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{
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float f = (NdotH * a2 - NdotH) * NdotH + 1.0;
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return M_PI() * f * f;
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}
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/*
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* Geometric attenuation, Smith-GGX formulation.
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*/
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float G1_Smith_GGX(float NdotX, float a2)
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{
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return NdotX + sqrt(NdotX * (NdotX - NdotX * a2) + a2);
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}
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/*
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* Get the Fresnel reflectance at 0 degrees (light hitting the surface
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* perpendicularly) from PBR parameters.
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*/
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vec3 f0_from_pbr(vec3 base_color, float metallic)
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{
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return mix(vec3(DIELECTRIC_SPECULAR), base_color, metallic);
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}
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/*
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* Evaluate the color of a standard PBR surface illuminated by an analytical
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* light source. The evaluated BSDF consists of a specular lobe and a diffuse
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* lobe. The specular lobe is the Cook-Torrance microfacet model, and the
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* diffuse lobe is a simple Lambertian.
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*
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* Note that the calculations here do not match the literature. Brian Karis
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* approach of refactoring by NdotX/NdotX has been used to optimize the code.
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*/
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vec3 surface_eval_analytical(
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// Material
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vec3 base_color, float metallic, float roughness, vec3 f0,
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// Light
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vec3 light_intensity, float occlusion,
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// Vectors
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vec3 N, vec3 L, vec3 V)
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{
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float NdotL = dot(N, L);
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// Skip fragments that are completely occluded or that are not facing the light
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if (occlusion <= 0.0 || NdotL <= 0.0)
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return vec3(0.0);
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NdotL = max(NdotL, 1e-4);
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float a = max(sqr(roughness), 0.045);
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float a2 = sqr(a);
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vec3 H = normalize(L + V);
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float NdotV = max(dot(N, V), 1e-4);
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float NdotH = max(dot(N, H), 1e-4);
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float VdotH = max(dot(V, H), 1e-4);
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vec3 c_diff = mix(base_color * (1.0 - DIELECTRIC_SPECULAR), vec3(0.0), metallic);
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vec3 F = F_Schlick(VdotH, f0);
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float G = G1_Smith_GGX(NdotV, a2) * G1_Smith_GGX(NdotL, a2);
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float D = D_GGX(NdotH, a2);
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vec3 f_specular = (F * a2) / (D * G);
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vec3 f_diffuse = (vec3(1.0) - F) * c_diff * M_1_PI();
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vec3 bsdf = f_diffuse + f_specular;
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return bsdf * light_intensity * occlusion * NdotL;
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}
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