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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.glsl59
1 files changed, 0 insertions, 59 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
deleted file mode 100644
index 4c1544654c1..00000000000
--- a/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
-#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
-
-uniform float sampleCount;
-
-out vec2 FragColor;
-
-void main()
-{
- /* Make sure coordinates are covering the whole [0..1] range at texel center. */
- float y = floor(gl_FragCoord.y) / (LUT_SIZE - 1);
- float x = floor(gl_FragCoord.x) / (LUT_SIZE - 1);
-
- float NV = clamp(1.0 - y * y, 1e-4, 0.9999);
- float a = x * x;
- float a2 = clamp(a * a, 1e-4, 0.9999);
-
- vec3 V = vec3(sqrt(1.0 - NV * NV), 0.0, NV);
-
- /* Integrating BRDF */
- float brdf_accum = 0.0;
- float fresnel_accum = 0.0;
- for (float j = 0.0; j < sampleCount; j++) {
- for (float i = 0.0; i < sampleCount; i++) {
- vec3 Xi = (vec3(i, j, 0.0) + 0.5) / sampleCount;
- Xi.yz = vec2(cos(Xi.y * M_2PI), sin(Xi.y * M_2PI));
-
- /* Microfacet normal */
- vec3 H = sample_ggx(Xi, a, V);
- 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_opti(NV, a2);
- float G1_l = G1_Smith_GGX_opti(NL, a2);
- /* See G1_Smith_GGX_opti for explanations. */
- float G_smith = 4.0 * NV * NL / (G1_v * G1_l);
-
- float brdf = (G_smith * VH) / (NH * NV);
-
- /* Follow maximum specular value for principled bsdf. */
- const float specular = 1.0;
- const float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0;
- float fresnel = F_eta(eta, VH);
- float Fc = F_color_blend(eta, fresnel, vec3(0)).r;
-
- brdf_accum += (1.0 - Fc) * brdf;
- fresnel_accum += Fc * brdf;
- }
- }
- }
- brdf_accum /= sampleCount * sampleCount;
- fresnel_accum /= sampleCount * sampleCount;
-
- FragColor = vec2(brdf_accum, fresnel_accum);
-}