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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.glsl186
1 files changed, 0 insertions, 186 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
deleted file mode 100644
index aad71b3e48e..00000000000
--- a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
+++ /dev/null
@@ -1,186 +0,0 @@
-/* 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_ellipse(LightData ld, vec3 N, vec3 V, vec4 l_vector)
-{
- vec3 points[3];
- points[0] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
- points[1] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
- points[2] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
-
- return ltc_evaluate_disk(N, V, mat3(1), points);
-}
-
-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_ellipse(LightData ld, vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0)
-{
- vec3 points[3];
- points[0] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
- points[1] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
- points[2] = 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);
-
- 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