diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl | 25 |
1 files changed, 17 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl index 3997de7a22d..5caf3c17e82 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl @@ -6,11 +6,14 @@ uniform float invSampleCount; vec2 jitternoise = vec2(0.0); +#ifdef NOISE_SIZE void setup_noise(void) { jitternoise = texture(texJitter, gl_FragCoord.xy / NOISE_SIZE).rg; /* Global variable */ } +#endif +#ifdef HAMMERSLEY_SIZE vec3 hammersley_3d(float i, float invsamplenbr) { vec3 Xi; /* Theta, cos(Phi), sin(Phi) */ @@ -29,6 +32,7 @@ vec3 hammersley_3d(float i) { return hammersley_3d(i, invSampleCount); } +#endif /* -------------- BSDFS -------------- */ @@ -42,22 +46,26 @@ float pdf_hemisphere() return 0.5 * M_1_PI; } -vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B) +vec3 sample_ggx(vec3 rand, float a2, vec3 N, vec3 T, vec3 B) { - vec3 Xi = hammersley_3d(nsample); - /* Theta is the aperture angle of the cone */ - float z = sqrt( (1.0 - Xi.x) / ( 1.0 + a2 * Xi.x - Xi.x ) ); /* cos theta */ + float z = sqrt( (1.0 - rand.x) / ( 1.0 + a2 * rand.x - rand.x ) ); /* cos theta */ float r = sqrt( 1.0 - z * z ); /* sin theta */ - float x = r * Xi.y; - float y = r * Xi.z; + float x = r * rand.y; + float y = r * rand.z; /* Microfacet Normal */ vec3 Ht = vec3(x, y, z); - return tangent_to_world(Ht, N, T, B); } +#ifdef HAMMERSLEY_SIZE +vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B) +{ + vec3 Xi = hammersley_3d(nsample); + return sample_ggx(Xi, a2, N, T, B); +} + vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B) { vec3 Xi = hammersley_3d(nsample); @@ -70,4 +78,5 @@ vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B) vec3 Ht = vec3(x, y, z); return tangent_to_world(Ht, N, T, B); -}
\ No newline at end of file +} +#endif
\ No newline at end of file |