forked from LeenkxTeam/LNXSDK
Extend BRDF
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@ -131,6 +131,21 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
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#ifdef _SSRS
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, sampler2D gbufferD, mat4 invVP, vec3 eye
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#endif
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#ifdef _ClearCoat
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, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint
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#endif
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#ifdef _Sheen
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, float sheen, float sheenRough, vec3 sheenTint
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#endif
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#ifdef _Anisotropy
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, float anisotropy, float anisoRot, vec3 tangent
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#endif
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#ifdef _Subsurface
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, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
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#endif
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#ifdef _Transmission
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, float transmission, float transRough, float ior, float thinWall
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#endif
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) {
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vec3 ld = lp - p;
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vec3 l = normalize(ld);
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@ -153,9 +168,49 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
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float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
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vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
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#else
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#ifdef _Anisotropy
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vec3 direct;
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if (abs(anisotropy) > 0.001) {
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vec3 bitangent = normalize(cross(n, tangent));
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direct = lambertDiffuseBRDF(albedo, dotNL) +
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anisotropicBRDF(f0, rough, anisotropy, anisoRot,
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tangent, bitangent, n, l, v, dotNL, dotNV) * spec;
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} else {
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direct = lambertDiffuseBRDF(albedo, dotNL) +
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specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
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}
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#else
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vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
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specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
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#endif
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#endif
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// before attenuate/shadow so everything is properly shadowed in one pass
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float sheenWeight = 1.0;
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float coatWeight = 1.0;
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#ifdef _Sheen
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vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
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sheenWeight = sheenAttenuation(sheen, sheenRough, sheenTint, dotNV);
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#endif
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#ifdef _ClearCoat
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vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, dotNL, dotNH, dotNV, dotVH);
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coatWeight = coatAttenuation(clearcoat, coatIOR, dotNV);
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#endif
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float layerWeight = sheenWeight * coatWeight;
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direct *= layerWeight;
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#ifdef _Subsurface
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direct += subsurfaceBRDF(albedo, sssColor, sssRadius, subsurface, sssAnisotropy, dotNL) * layerWeight;
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#endif
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#ifdef _Transmission
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direct += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
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#endif
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#ifdef _ClearCoat
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direct *= coatTintAttenuation(clearcoat, coatTint, dotNV);
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direct += coatContrib * sheenWeight;
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#endif
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#ifdef _Sheen
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direct += sheenContrib;
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#endif
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direct *= attenuate(distance(p, lp));
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direct *= min(lightCol, vec3(100.0));
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@ -418,6 +473,21 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
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#ifdef _Spot
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, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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#endif
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#ifdef _ClearCoat
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, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint
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#endif
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#ifdef _Sheen
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, float sheen, float sheenRough, vec3 sheenTint
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#endif
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#ifdef _Anisotropy
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, float anisotropy, float anisoRot, vec3 tangent
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#endif
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#ifdef _Subsurface
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, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
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#endif
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#ifdef _Transmission
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, float transmission, float transRough, float ior, float thinWall
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#endif
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) {
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vec3 ld = lp - p;
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vec3 l = normalize(ld);
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@ -444,6 +514,32 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
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specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
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#endif
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float sheenWeight = 1.0;
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float coatWeight = 1.0;
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#ifdef _Sheen
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vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
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sheenWeight = sheenAttenuation(sheen, sheenRough, sheenTint, dotNV);
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#endif
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#ifdef _ClearCoat
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vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, dotNL, dotNH, dotNV, dotVH);
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coatWeight = coatAttenuation(clearcoat, coatIOR, dotNV);
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#endif
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float layerWeight = sheenWeight * coatWeight;
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direct *= layerWeight;
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#ifdef _Subsurface
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direct += subsurfaceBRDF(albedo, sssColor, sssRadius, subsurface, sssAnisotropy, dotNL) * layerWeight;
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#endif
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#ifdef _Transmission
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direct += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
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#endif
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#ifdef _ClearCoat
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direct *= coatTintAttenuation(clearcoat, coatTint, dotNV);
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direct += coatContrib * sheenWeight;
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#endif
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#ifdef _Sheen
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direct += sheenContrib;
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#endif
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direct *= attenuate(distance(p, lp));
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// CRITICAL: Clamp light color to prevent extreme HDR values causing white sphere artifacts
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direct *= min(lightCol, vec3(100.0));
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