diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl | 85 |
1 files changed, 43 insertions, 42 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl index 7fb4ee51a96..f05b3396428 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl @@ -1,46 +1,47 @@ out vec4 FragColor; -void main() { - vec3 N, T, B, V; - - float NV = ( 1.0 - (clamp(gl_FragCoord.y / BRDF_LUT_SIZE, 1e-4, 0.9999))); - float sqrtRoughness = clamp(gl_FragCoord.x / BRDF_LUT_SIZE, 1e-4, 0.9999); - float a = sqrtRoughness * sqrtRoughness; - float a2 = a * a; - - 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 BRDF */ - float brdf_accum = 0.0; - float fresnel_accum = 0.0; - for (float i = 0; i < sampleCount; i++) { - vec3 H = sample_ggx(i, a2, N, T, B); /* Microfacet normal */ - vec3 L = -reflect(V, H); - float NL = L.z; - - if (NL > 0.0) { - float NH = max(H.z, 0.0); - float VH = max(dot(V, H), 0.0); - - float G1_v = G1_Smith_GGX(NV, a2); - float G1_l = G1_Smith_GGX(NL, a2); - float G_smith = 4.0 * NV * NL / (G1_v * G1_l); /* See G1_Smith_GGX for explanations. */ - - float brdf = (G_smith * VH) / (NH * NV); - float Fc = pow(1.0 - VH, 5.0); - - brdf_accum += (1.0 - Fc) * brdf; - fresnel_accum += Fc * brdf; - } - } - brdf_accum /= sampleCount; - fresnel_accum /= sampleCount; - - FragColor = vec4(brdf_accum, fresnel_accum, 0.0, 1.0); +void main() +{ + vec3 N, T, B, V; + + float NV = (1.0 - (clamp(gl_FragCoord.y / BRDF_LUT_SIZE, 1e-4, 0.9999))); + float sqrtRoughness = clamp(gl_FragCoord.x / BRDF_LUT_SIZE, 1e-4, 0.9999); + float a = sqrtRoughness * sqrtRoughness; + float a2 = a * a; + + 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 BRDF */ + float brdf_accum = 0.0; + float fresnel_accum = 0.0; + for (float i = 0; i < sampleCount; i++) { + vec3 H = sample_ggx(i, a2, N, T, B); /* Microfacet normal */ + vec3 L = -reflect(V, H); + float NL = L.z; + + if (NL > 0.0) { + float NH = max(H.z, 0.0); + float VH = max(dot(V, H), 0.0); + + float G1_v = G1_Smith_GGX(NV, a2); + float G1_l = G1_Smith_GGX(NL, a2); + float G_smith = 4.0 * NV * NL / (G1_v * G1_l); /* See G1_Smith_GGX for explanations. */ + + float brdf = (G_smith * VH) / (NH * NV); + float Fc = pow(1.0 - VH, 5.0); + + brdf_accum += (1.0 - Fc) * brdf; + fresnel_accum += Fc * brdf; + } + } + brdf_accum /= sampleCount; + fresnel_accum /= sampleCount; + + FragColor = vec4(brdf_accum, fresnel_accum, 0.0, 1.0); } |