diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl | 156 |
1 files changed, 156 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl new file mode 100644 index 00000000000..ddc7327334c --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl @@ -0,0 +1,156 @@ +/* Bsdf direct light function */ +/* in other word, how materials react to scene lamps */ + +/* Naming convention + * V View vector (normalized) + * N World Normal (normalized) + * L Outgoing Light Vector (Surface to Light in World Space) (normalized) + * Ldist Distance from surface to the light + * W World Pos + */ + +/* ------------ Diffuse ------------- */ + +float direct_diffuse_point(vec3 N, vec4 l_vector) +{ + float dist = l_vector.w; + vec3 L = l_vector.xyz / dist; + float bsdf = max(0.0, dot(N, L)); + bsdf /= dist * dist; + return bsdf; +} + +/* infinitly far away point source, no decay */ +float direct_diffuse_sun(LightData ld, vec3 N) +{ + float bsdf = max(0.0, dot(N, -ld.l_forward)); + bsdf *= M_1_PI; /* Normalize */ + return bsdf; +} + +#ifdef USE_LTC +float direct_diffuse_sphere(LightData ld, vec3 N, vec4 l_vector) +{ + float NL = dot(N, l_vector.xyz / l_vector.w); + + return ltc_evaluate_disk_simple(ld.l_radius / l_vector.w, NL); +} + +float direct_diffuse_rectangle(LightData ld, vec3 N, vec3 V, vec4 l_vector) +{ + vec3 corners[4]; + corners[0] = normalize(l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey); + corners[1] = normalize(l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey); + corners[2] = normalize(l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey); + corners[3] = normalize(l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey); + + return ltc_evaluate_quad(corners, N); +} + +float direct_diffuse_unit_disc(LightData ld, vec3 N, vec3 V) +{ + float NL = dot(N, -ld.l_forward); + + return ltc_evaluate_disk_simple(ld.l_radius, NL); +} +#endif + +/* ----------- GGx ------------ */ +vec3 direct_ggx_point(vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0) +{ + roughness = max(1e-3, roughness); + float dist = l_vector.w; + vec3 L = l_vector.xyz / dist; + float bsdf = bsdf_ggx(N, L, V, roughness); + bsdf /= dist * dist; + + /* Fresnel */ + float VH = max(dot(V, normalize(V + L)), 0.0); + return F_schlick(f0, VH) * bsdf; +} + +vec3 direct_ggx_sun(LightData ld, vec3 N, vec3 V, float roughness, vec3 f0) +{ + roughness = max(1e-3, roughness); + float bsdf = bsdf_ggx(N, -ld.l_forward, V, roughness); + float VH = dot(V, -ld.l_forward) * 0.5 + 0.5; + return F_schlick(f0, VH) * bsdf; +} + +#ifdef USE_LTC +vec3 direct_ggx_sphere(LightData ld, vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0) +{ + roughness = clamp(roughness, 0.0008, 0.999); /* Fix low roughness artifacts. */ + + vec2 uv = lut_coords(dot(N, V), sqrt(roughness)); + vec3 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rgb; + vec4 ltc_lut = texture(utilTex, vec3(uv, 0.0)).rgba; + mat3 ltc_mat = ltc_matrix(ltc_lut); + + /* Make orthonormal basis. */ + vec3 L = l_vector.xyz / l_vector.w; + vec3 Px, Py; + make_orthonormal_basis(L, Px, Py); + Px *= ld.l_radius; + Py *= ld.l_radius; + + vec3 points[3]; + points[0] = l_vector.xyz - Px - Py; + points[1] = l_vector.xyz + Px - Py; + points[2] = l_vector.xyz + Px + Py; + + float bsdf = ltc_evaluate_disk(N, V, ltc_mat, points); + bsdf *= brdf_lut.b; /* Bsdf intensity */ + + vec3 spec = F_area(f0, brdf_lut.xy) * bsdf; + + return spec; +} + +vec3 direct_ggx_rectangle(LightData ld, vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0) +{ + vec3 corners[4]; + corners[0] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey; + corners[1] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey; + corners[2] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey; + corners[3] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey; + + vec2 uv = lut_coords(dot(N, V), sqrt(roughness)); + vec3 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rgb; + vec4 ltc_lut = texture(utilTex, vec3(uv, 0.0)).rgba; + mat3 ltc_mat = ltc_matrix(ltc_lut); + + ltc_transform_quad(N, V, ltc_mat, corners); + float bsdf = ltc_evaluate_quad(corners, vec3(0.0, 0.0, 1.0)); + bsdf *= brdf_lut.b; /* Bsdf intensity */ + + vec3 spec = F_area(f0, brdf_lut.xy) * bsdf; + + return spec; +} + +vec3 direct_ggx_unit_disc(LightData ld, vec3 N, vec3 V, float roughness, vec3 f0) +{ + roughness = clamp(roughness, 0.0004, 0.999); /* Fix low roughness artifacts. */ + + vec2 uv = lut_coords(dot(N, V), sqrt(roughness)); + vec3 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rgb; + vec4 ltc_lut = texture(utilTex, vec3(uv, 0.0)).rgba; + mat3 ltc_mat = ltc_matrix(ltc_lut); + + vec3 Px = ld.l_right * ld.l_radius; + vec3 Py = ld.l_up * ld.l_radius; + + vec3 points[3]; + points[0] = -ld.l_forward - Px - Py; + points[1] = -ld.l_forward + Px - Py; + points[2] = -ld.l_forward + Px + Py; + + float bsdf = ltc_evaluate_disk(N, V, ltc_mat, points); + bsdf *= brdf_lut.b; /* Bsdf intensity */ + + vec3 spec = F_area(f0, brdf_lut.xy) * bsdf; + + return spec; +} +#endif
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