Repe [T3DU] and Moises Jpelaez updates

This commit is contained in:
2026-05-12 23:54:06 -07:00
parent 6b404f9da6
commit 39091e8db3
147 changed files with 5539 additions and 1750 deletions

View File

@ -37,7 +37,7 @@ float d_ggx(const float nh, const float a) {
vec3 specularBRDF(const vec3 f0, const float roughness, const float nl, const float nh, const float nv, const float vh) {
float a = roughness * roughness;
vec3 result = d_ggx(nh, a) * g2_approx(nl, nv, a) * f_schlick(f0, vh) / max(4.0 * nv, 1e-5); //NdotL cancels out later
return min(result, vec3(200.0));
return result;
}
// John Hable - Optimizing GGX Shaders
@ -79,7 +79,7 @@ vec3 orenNayarDiffuseBRDF(const vec3 albedo, const float roughness, const float
}
vec3 lambertDiffuseBRDF(const vec3 albedo, const float nl) {
return albedo * nl;
return albedo * (1.0 / 3.1415926535) * nl;
}
vec3 surfaceAlbedo(const vec3 baseColor, const float metalness) {

View File

@ -131,7 +131,7 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
#ifdef _SSRS
, sampler2D gbufferD, mat4 invVP, vec3 eye
#endif
) {
) {
vec3 ld = lp - p;
vec3 l = normalize(ld);
vec3 h = normalize(v + l);
@ -148,9 +148,10 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
vec3(1.0, 0.0, t.y),
vec3(0.0, t.z, 0.0),
vec3(t.w, 0.0, t.x));
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
const float PI = 3.1415926535;
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3) / PI;
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3) / PI;
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
#else
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
@ -181,7 +182,7 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 2, 1.0);
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
@ -193,7 +194,7 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 2, 1.0);
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
@ -435,9 +436,10 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
vec3(1.0, 0.0, t.y),
vec3(0.0, t.z, 0.0),
vec3(t.w, 0.0, t.x));
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
const float PI = 3.1415926535;
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3) / PI;
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3) / PI;
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
#else
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +