53e1385cfe
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
46 lines
975 B
GLSL
46 lines
975 B
GLSL
#ifndef EV_GLSL_PBR_H
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#define EV_GLSL_PBR_H
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float DistributionGGX(vec3 N, vec3 H, float a)
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{
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float a2 = a*a;
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float NdotH = max(dot(N,H),0.0);
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float NdotH2 = NdotH*NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num/denom;
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}
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float GeometrySchlickGGX(float NdotV, float k)
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{
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float k)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx1 = GeometrySchlickGGX(NdotV, k);
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float ggx2 = GeometrySchlickGGX(NdotL, k);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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{
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
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}
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#endif
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