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btdf_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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uniform float a2;

out vec4 FragColor;

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

	float x = gl_FragCoord.x / BRDF_LUT_SIZE;
	float y = gl_FragCoord.y / BRDF_LUT_SIZE;
	/* There is little variation if ior > 1.0 so we
	 * maximize LUT precision for ior < 1.0 */
	x = x * 1.1;
	float ior = (x > 1.0) ? ior_from_f0((x-1.0) * 10.0) : sqrt(x);
	float NV = (1.0 - (clamp(y, 1e-4, 0.9999)));

	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 BTDF */
	float btdf_accum = 0.0;
	for (float i = 0.0; i < sampleCount; i++) {
		vec3 H = sample_ggx(i, a2, N, T, B); /* Microfacet normal */

		float VH = dot(V, H);

		/* Check if there is total internal reflections. */
		float c = abs(VH);
		float g = ior * ior - 1.0 + c * c;

		float eta = 1.0/ior;
		if (dot(H, V) < 0.0) {
			H = -H;
			eta = ior;
		}

		vec3 L = refract(-V, H, eta);
		float NL = -dot(N, L);

		if ((NL > 0.0) && (g > 0.0)) {
			float LH = dot(L, H);

			float G1_l = NL * 2.0 / G1_Smith_GGX(NL, a2); /* Balancing the adjustments made in G1_Smith */

			/* btdf = abs(VH*LH) * (ior*ior) * D * G(V) * G(L) / (Ht2 * NV)
			 * pdf = (VH * abs(LH)) * (ior*ior) * D * G(V) / (Ht2 * NV) */
			float btdf = G1_l * abs(VH*LH) / (VH * abs(LH));

			btdf_accum += btdf;
		}
	}
	btdf_accum /= sampleCount;

	FragColor = vec4(btdf_accum, 0.0, 0.0, 1.0);
}