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authorLukas Tönne <lukas.toenne@gmail.com>2017-08-19 14:02:03 +0300
committerLukas Tönne <lukas.toenne@gmail.com>2017-08-19 14:02:03 +0300
commit45f0f3dc0457a53a25103784f0e0d100c7a17cbe (patch)
tree94767d8e4fa6ea23f2bbd2274f239ecbbdc5931a /source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
parent0d67f8d5c46fcc97cbb0544ef7d8c3c0056025c4 (diff)
parent9a262ed47ecb1c9f43053b0653364c59d9595fdf (diff)
Merge branch 'blender2.8' into strand_editmode
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl59
1 files changed, 59 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
new file mode 100644
index 00000000000..2c604d69641
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
@@ -0,0 +1,59 @@
+
+uniform float a2;
+
+out vec4 FragColor;
+
+void main() {
+ vec3 N, T, B, V;
+
+ float x = gl_FragCoord.x / BRDF_LUT_SIZE;
+ float y = gl_FragCoord.y / BRDF_LUT_SIZE;
+ /* There is little variation if ior > 1.0 so we
+ * maximize LUT precision for ior < 1.0 */
+ x = x * 1.1;
+ float ior = (x > 1.0) ? ior_from_f0((x-1.0) * 10.0) : sqrt(x);
+ float NV = (1.0 - (clamp(y, 1e-4, 0.9999)));
+
+ N = vec3(0.0, 0.0, 1.0);
+ T = vec3(1.0, 0.0, 0.0);
+ B = vec3(0.0, 1.0, 0.0);
+ V = vec3(sqrt(1.0 - NV * NV), 0.0, NV);
+
+ setup_noise();
+
+ /* Integrating BTDF */
+ float btdf_accum = 0.0;
+ for (float i = 0.0; i < sampleCount; i++) {
+ vec3 H = sample_ggx(i, a2, N, T, B); /* Microfacet normal */
+
+ float VH = dot(V, H);
+
+ /* Check if there is total internal reflections. */
+ float c = abs(VH);
+ float g = ior * ior - 1.0 + c * c;
+
+ float eta = 1.0/ior;
+ if (dot(H, V) < 0.0) {
+ H = -H;
+ eta = ior;
+ }
+
+ vec3 L = refract(-V, H, eta);
+ float NL = -dot(N, L);
+
+ if ((NL > 0.0) && (g > 0.0)) {
+ float LH = dot(L, H);
+
+ float G1_l = NL * 2.0 / G1_Smith_GGX(NL, a2); /* Balancing the adjustments made in G1_Smith */
+
+ /* btdf = abs(VH*LH) * (ior*ior) * D * G(V) * G(L) / (Ht2 * NV)
+ * pdf = (VH * abs(LH)) * (ior*ior) * D * G(V) / (Ht2 * NV) */
+ float btdf = G1_l * abs(VH*LH) / (VH * abs(LH));
+
+ btdf_accum += btdf;
+ }
+ }
+ btdf_accum /= sampleCount;
+
+ FragColor = vec4(btdf_accum, 0.0, 0.0, 1.0);
+} \ No newline at end of file