Full BSDF

This commit is contained in:
2026-08-07 02:04:01 -07:00
parent 7aeebf2008
commit fe017dd874
55 changed files with 2306 additions and 1215 deletions

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@ -173,16 +173,85 @@ void unpackFloatInt16(float val, out float f, out uint i) {
#ifdef _ExtBRDF
// extended material parameters by material slot ID returns vec4s (28 floats) of extended BRDF parameters
void getMaterialParams(uint matid, out vec4 p0, out vec4 p1, out vec4 p2, out vec4 p3,
out vec4 p4, out vec4 p5, out vec4 p6) {
out vec4 p4, out vec4 p5, out vec4 p6, out vec4 p7) {
uint base = matid * 8u;
#if defined(_Anisotropy) || defined(_Sheen)
p0 = materialParams[base];
#else
p0 = vec4(0.0);
#endif
#if defined(_ClearCoat)
p1 = materialParams[base + 1u];
#else
p1 = vec4(0.0);
#endif
#if defined(_ClearCoat) || defined(_Transmission)
p2 = materialParams[base + 2u];
#else
p2 = vec4(0.0);
#endif
#if defined(_Transmission) || defined(_SSS)
p3 = materialParams[base + 3u];
#else
p3 = vec4(0.0);
#endif
#if defined(_SSS)
p4 = materialParams[base + 4u];
#else
p4 = vec4(0.0);
#endif
#if defined(_Sheen) || defined(_SSS)
p5 = materialParams[base + 5u];
#else
p5 = vec4(0.0);
#endif
#if defined(_ExtBRDF)
p6 = materialParams[base + 6u];
#else
p6 = vec4(0.0);
#endif
#if defined(_SSS)
p7 = materialParams[base + 7u];
#else
p7 = vec4(0.0);
#endif
}
#endif
float packIOR(float ior) {
return clamp((ior - 1.0) / 1.5, 0.0, 1.0);
}
float unpackIOR(float packed) {
return packed * 1.5 + 1.0;
}
#ifndef PI
#define PI 3.1415926535
#endif
#ifndef PI2
#define PI2 6.2831853071
#endif
float encodeTangent(vec3 tangent, vec3 normal) {
if (length(tangent) < 0.5) return -1.0;
vec3 t = normalize(tangent);
vec3 n = normalize(normal);
vec3 ref = abs(n.y) < 0.999 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
vec3 r = normalize(ref - n * dot(ref, n));
vec3 b = cross(n, r);
float angle = atan(dot(t, b), dot(t, r));
return (angle / (2.0 * PI) + 0.5);
}
vec3 decodeTangent(float enc, vec3 normal) {
if (enc < 0.0) return vec3(1.0, 0.0, 0.0);
vec3 n = normalize(normal);
vec3 ref = abs(n.y) < 0.999 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
vec3 r = normalize(ref - n * dot(ref, n));
vec3 b = cross(n, r);
float angle = (enc - 0.5) * 2.0 * PI;
return normalize(r * cos(angle) + b * sin(angle));
}
#endif