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bsdf_lut_frag.glsl « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)

out vec4 FragColor;

void main()
{
  vec3 N, T, B, V;

  float NV = (1.0 - (clamp(gl_FragCoord.y / b, 1e-4, 0.9999)));
  float sqrtRoughness = clamp(gl_FragCoord.x / 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);
}