forked from LeenkxTeam/LNXSDK
89 lines
3.9 KiB
GLSL
89 lines
3.9 KiB
GLSL
/*
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Copyright (c) 2024 Turánszki János
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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const int DIFFUSE_CONE_COUNT = 16;
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const float SHADOW_CONE_APERTURE = radians(15.0);
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const float DIFFUSE_CONE_APERTURE = 0.872665; // 50 degrees in radians
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mat3 makeTangentBasis(const vec3 normal) {
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// Create a tangent basis from normal vector
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vec3 tangent;
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vec3 bitangent;
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// Compute tangent (Frisvad's method)
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if (abs(normal.z) < 0.999) {
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tangent = normalize(cross(vec3(0, 1, 0), normal));
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} else {
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tangent = normalize(cross(normal, vec3(1, 0, 0)));
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}
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bitangent = cross(normal, tangent);
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return mat3(tangent, bitangent, normal);
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}
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// 16 optimized cone directions for hemisphere sampling (Z-up, normalized)
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const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
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vec3(0.707107, 0.000000, 0.707107), // Front
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vec3(-0.707107, 0.000000, 0.707107), // Back
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vec3(0.000000, 0.707107, 0.707107), // Right
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vec3(0.000000, -0.707107, 0.707107), // Left
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vec3(0.500000, 0.500000, 0.707107), // Front-right
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vec3(-0.500000, 0.500000, 0.707107), // Back-right
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vec3(0.500000, -0.500000, 0.707107), // Front-left
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vec3(-0.500000, -0.500000, 0.707107),// Back-left
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vec3(0.353553, 0.000000, 0.935414), // Narrow front
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vec3(-0.353553, 0.000000, 0.935414), // Narrow back
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vec3(0.000000, 0.353553, 0.935414), // Narrow right
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vec3(0.000000, -0.353553, 0.935414), // Narrow left
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vec3(0.270598, 0.270598, 0.923880), // Narrow front-right
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vec3(-0.270598, 0.270598, 0.923880), // Narrow back-right
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vec3(0.270598, -0.270598, 0.923880), // Narrow front-left
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vec3(-0.270598, -0.270598, 0.923880) // Narrow back-left
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);
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// TO DO - Disabled momentarily instead of changing formulas
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const float off_BayerMatrix8[8][8] =
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{
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{ 1.0 / 65.0, 49.0 / 65.0, 13.0 / 65.0, 61.0 / 65.0, 4.0 / 65.0, 52.0 / 65.0, 16.0 / 65.0, 64.0 / 65.0 },
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{ 33.0 / 65.0, 17.0 / 65.0, 45.0 / 65.0, 29.0 / 65.0, 36.0 / 65.0, 20.0 / 65.0, 48.0 / 65.0, 32.0 / 65.0 },
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{ 9.0 / 65.0, 57.0 / 65.0, 5.0 / 65.0, 53.0 / 65.0, 12.0 / 65.0, 60.0 / 65.0, 8.0 / 65.0, 56.0 / 65.0 },
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{ 41.0 / 65.0, 25.0 / 65.0, 37.0 / 65.0, 21.0 / 65.0, 44.0 / 65.0, 28.0 / 65.0, 40.0 / 65.0, 24.0 / 65.0 },
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{ 3.0 / 65.0, 51.0 / 65.0, 15.0 / 65.0, 63.0 / 65.0, 2.0 / 65.0, 50.0 / 65.0, 14.0 / 65.0, 62.0 / 65.0 },
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{ 35.0 / 65.0, 19.0 / 65.0, 47.0 / 65.0, 31.0 / 65.0, 34.0 / 65.0, 18.0 / 65.0, 46.0 / 65.0, 30.0 / 65.0 },
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{ 11.0 / 65.0, 59.0 / 65.0, 7.0 / 65.0, 55.0 / 65.0, 10.0 / 65.0, 58.0 / 65.0, 6.0 / 65.0, 54.0 / 65.0 },
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{ 43.0 / 65.0, 27.0 / 65.0, 39.0 / 65.0, 23.0 / 65.0, 42.0 / 65.0, 26.0 / 65.0, 38.0 / 65.0, 22.0 / 65.0 }
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};
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const float BayerMatrix8[8][8] =
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{
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{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
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{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
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{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
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{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
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{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
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{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
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{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
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{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 }
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};
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