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 | 59 |
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); -} |