forked from LeenkxTeam/LNXSDK
333 lines
11 KiB
GLSL
333 lines
11 KiB
GLSL
#ifndef _BRDF_GLSL_
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#define _BRDF_GLSL_
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#ifndef PI
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#define PI 3.1415926535
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#endif
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#ifndef INV_PI
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#define INV_PI 0.3183098861
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#endif
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#ifndef INV_TWO_PI
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#define INV_TWO_PI 0.1591549430
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#endif
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#ifndef SCHLICK_A
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#define SCHLICK_A -5.55473
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#endif
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#ifndef SCHLICK_B
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#define SCHLICK_B -6.98316
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#endif
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#ifndef SRGB_GAMMA
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#define SRGB_GAMMA 2.2
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#endif
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#define srgbToLinear(x) pow(x, vec3(SRGB_GAMMA))
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// http://xlgames-inc.github.io/posts/improvedibl/
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// http://blog.selfshadow.com/publications/s2013-shading-course/
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vec3 f_schlick(const vec3 f0, const float vh) {
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return f0 + (1.0 - f0) * exp2((SCHLICK_A * vh + SCHLICK_B) * vh);
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}
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float v_smithschlick(const float nl, const float nv, const float a) {
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return 1.0 / ((nl * (1.0 - a) + a) * (nv * (1.0 - a) + a));
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}
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//Uncorrelated masking/shadowing (info below) function
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//Because it is uncorrelated, G1(NdotL, a) gives us shadowing, and G1(NdotV, a) gives us masking function.
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//Approximation from: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2017/Presentations/Hammon_Earl_PBR_Diffuse_Lighting.pdf
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float g1_approx(const float NdotX, const float alpha)
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{
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return (2.0 * NdotX) * (1.0 / (NdotX * (2.0 - alpha) + alpha));
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}
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//Uncorrelated masking-shadowing function
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//Approximation from: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2017/Presentations/Hammon_Earl_PBR_Diffuse_Lighting.pdf
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float g2_approx(const float NdotL, const float NdotV, const float alpha)
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{
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vec2 helper = (2.0 * vec2(NdotL, NdotV)) * (1.0 / (vec2(NdotL, NdotV) * (2.0 - alpha) + alpha));
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return max(helper.x * helper.y, 0.0); //This can go negative, let's fix that
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}
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float d_ggx(const float nh, const float a) {
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float a2 = a * a;
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float denom = nh * nh * (a2 - 1.0) + 1.0;
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denom = max(denom * denom, 0.00006103515625 /* 2^-14 = smallest possible half float value, prevent div by zero */);
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return a2 * INV_PI / denom;
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}
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vec3 specularBRDF(const vec3 f0, const float roughness, const float nl, const float nh, const float nv, const float vh) {
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float a = roughness * roughness;
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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
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return result;
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}
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// John Hable - Optimizing GGX Shaders
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// http://filmicworlds.com/blog/optimizing-ggx-shaders-with-dotlh/
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vec3 specularBRDFb(const vec3 f0, const float roughness, const float dotNL, const float dotNH, const float dotLH) {
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// D
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float alpha = roughness * roughness;
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float alphaSqr = alpha * alpha;
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float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0;
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float D = alphaSqr / (PI * denom * denom);
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// F
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const float F_a = 1.0;
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float F_b = pow(1.0 - dotLH, 5.0);
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// V
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float vis;
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float k = alpha / 2.0;
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float k2 = k * k;
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float invK2 = 1.0 - k2;
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vis = 1.0 / (dotLH * dotLH * invK2 + k2);
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vec2 FV_helper = vec2((F_a - F_b) * vis, F_b * vis);
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vec3 FV = f0 * FV_helper.x + FV_helper.y;
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vec3 specular = clamp(dotNL, 0.0, 1.0) * D * FV;
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return specular / 4.0; // TODO: get rid of / 4.0
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}
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vec3 lambertDiffuseBRDF(const vec3 albedo, const float nl) {
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return albedo * INV_PI * nl;
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}
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vec3 surfaceAlbedo(const vec3 baseColor, const float metalness) {
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return mix(baseColor, vec3(0.0), metalness);
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}
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vec3 surfaceF0(const vec3 baseColor, const float metalness) {
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return mix(vec3(0.04), baseColor, metalness);
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}
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float getMipFromRoughness(const float roughness, const float numMipmaps) {
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// First mipmap level = roughness 0, last = roughness = 1
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return roughness * numMipmaps;
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}
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// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
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// vec3 EnvBRDFApprox(vec3 SpecularColor, float Roughness, float NoV) {
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// const vec4 c0 = { -1, -0.0275, -0.572, 0.022 };
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// const vec4 c1 = { 1, 0.0425, 1.04, -0.04 };
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// vec4 r = Roughness * c0 + c1;
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// float a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y;
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// vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;
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// return SpecularColor * AB.x + AB.y;
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// }
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// float EnvBRDFApproxNonmetal(float Roughness, float NoV) {
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// // Same as EnvBRDFApprox( 0.04, Roughness, NoV )
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// const vec2 c0 = { -1, -0.0275 };
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// const vec2 c1 = { 1, 0.0425 };
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// vec2 r = Roughness * c0 + c1;
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// return min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y;
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// }
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float D_Approx(const float Roughness, const float RoL) {
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float a = Roughness * Roughness;
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float a2 = a * a;
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float rcp_a2 = 1.0 / a2;//rcp(a2);
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// 0.5 / ln(2), 0.275 / ln(2)
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float c = 0.72134752 * rcp_a2 + 0.39674113;
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return rcp_a2 * exp2( c * RoL - c );
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}
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#ifdef _ClearCoat
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float brdf_coatF0;
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vec3 clearcoatBRDF(const float clearcoat, const float clearcoat_rough,
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const float coat_ior, const vec3 coatN, const vec3 l, const vec3 v, const vec3 h) {
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if (clearcoat <= 0.0) return vec3(0.0);
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float cdotNL = max(0.0, dot(coatN, l));
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float cdotNH = max(0.0, dot(coatN, h));
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float cdotNV = max(0.0, dot(coatN, v));
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float cdotVH = max(0.0, dot(v, h));
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float a = clearcoat_rough * clearcoat_rough;
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float F = brdf_coatF0 + (1.0 - brdf_coatF0) * exp2((SCHLICK_A * cdotVH + SCHLICK_B) * cdotVH);
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float D = d_ggx(cdotNH, a);
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float G = g2_approx(cdotNL, cdotNV, a);
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return vec3(clearcoat * D * G * F / max(4.0 * cdotNV, 1e-5));
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}
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float coatAttenuation(const float clearcoat,
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const float coat_ior, const vec3 coatN, const vec3 v) {
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if (clearcoat <= 0.0) return 1.0;
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float cdotNV = max(0.0, dot(coatN, v));
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float F = brdf_coatF0 + (1.0 - brdf_coatF0) * exp2((SCHLICK_A * cdotNV + SCHLICK_B) * cdotNV);
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return max(1.0 - F * clearcoat, 0.0);
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}
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vec3 coatTintAttenuation(const float clearcoat, const vec3 coat_tint, const vec3 coatN, const vec3 v) {
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if (clearcoat <= 0.0) return vec3(1.0);
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float cdotNV = max(0.0, dot(coatN, v));
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float absorption = 1.0 / max(cdotNV, 0.3);
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return mix(vec3(1.0), clamp(coat_tint, 0.0, 1.0), clamp(absorption * 0.2, 0.0, 1.0));
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}
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#endif
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#ifdef _Sheen
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float brdf_sheenAlbedo;
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// based on Blender sheen model/Frostbite PBR
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vec3 sheenBRDF(const float sheen, const float sheen_rough,
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const vec3 sheen_tint, const float dotNL, const float dotNH, const float dotNV) {
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if (sheen <= 0.0) return vec3(0.0);
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float rough = clamp(sheen_rough, 1e-3, 1.0);
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float a = rough * rough;
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float sinNH2 = 1.0 - dotNH * dotNH;
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float a2 = a * a;
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float denom = 1.0 + a2 * sinNH2;
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float D = (2.0 + a2) * sinNH2 * INV_TWO_PI / (denom * denom);
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float V = 1.0 / (4.0 * dotNL * dotNV + 1e-5);
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return sheen_tint * sheen * D * V * dotNL * brdf_sheenAlbedo;
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}
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float sheenAttenuation(const float sheen, const float sheen_rough,
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const vec3 sheen_tint, const float dotNV) {
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if (sheen <= 0.0) return 1.0;
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float maxComp = sheen * max(max(sheen_tint.r, sheen_tint.g), sheen_tint.b) * brdf_sheenAlbedo;
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return max(1.0 - maxComp, 0.0);
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}
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#endif
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#ifdef _Anisotropy
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// anisotropic GGX Burley 2012
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vec3 anisotropicBRDF(const vec3 f0, const float roughness, const float anisotropy,
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const float aniso_rot, const vec3 tangent, const vec3 bitangent,
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const vec3 n, const vec3 l, const vec3 v,
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const float dotNL, const float dotNV) {
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if (abs(anisotropy) <= 0.001) return vec3(0.0);
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float rot = aniso_rot * PI * 2.0;
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float cr = cos(rot);
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float sr = sin(rot);
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vec3 t = normalize(tangent * cr + bitangent * sr);
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vec3 b = normalize(bitangent * cr - tangent * sr);
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float aniso_abs = abs(anisotropy);
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float at = max(roughness * (1.0 + aniso_abs), 1e-5);
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float ab = max(roughness * (1.0 - aniso_abs), 1e-5);
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if (anisotropy < 0.0) { vec3 tmp = t; t = b; b = tmp; }
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float at2 = at * at;
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float ab2 = ab * ab;
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vec3 h = normalize(l + v);
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float dotTH = dot(t, h);
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float dotBH = dot(b, h);
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float dotTV = dot(t, v);
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float dotBV = dot(b, v);
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float dotTL = dot(t, l);
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float dotBL = dot(b, l);
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float denom = max(dotTH * dotTH / at2 + dotBH * dotBH / ab2, 1e-7);
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float D = INV_PI / (at * ab * denom * denom);
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float V = 1.0 / max(dotNL * (dotTL / at + dotBL / ab) * (dotTV / at + dotBV / ab), 1e-5);
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float dotVH = max(dot(v, h), 0.0);
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vec3 F = f_schlick(f0, dotVH);
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return D * V * F / max(4.0 * dotNV, 1e-5);
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}
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#endif
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#ifdef _Transmission
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float brdf_transmissionF0;
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// Blenders microfacet glass/refraction model
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vec3 transmissionBRDF(const vec3 albedo, const float transmission,
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const float trans_rough, const float ior, const float thin_wall,
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const float dotNL, const float dotNV, const float dotVH) {
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if (transmission <= 0.0) return vec3(0.0);
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float F = brdf_transmissionF0 + (1.0 - brdf_transmissionF0) * exp2((SCHLICK_A * dotVH + SCHLICK_B) * dotVH);
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float transmittance = 1.0 - F;
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if (thin_wall > 0.5) {
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return albedo * transmission * transmittance * dotNL;
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}
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float a = trans_rough * trans_rough;
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float rough_atten = min(mix(1.0, 1.0 / max(dotNV, 0.1), a), 4.0);
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return albedo * transmission * transmittance * rough_atten * dotNL;
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}
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#endif
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#ifdef _ExtBRDF
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float brdf_sheenWeight = 1.0;
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float brdf_coatWeight = 1.0;
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vec3 brdf_coatTintAbsorb = vec3(1.0);
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vec3 applyExtBRDFLayers(
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const vec3 direct,
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const vec3 albedo,
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const vec3 f0,
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const float roughness,
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const float dotNL, const float dotNV, const float dotNH, const float dotVH,
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const vec3 n, const vec3 l, const vec3 v, const vec3 h,
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#ifdef _ClearCoat
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const float clearcoat, const float clearcoatRough, const float coatIOR,
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const vec3 coatTint, const vec3 coatN,
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#endif
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#ifdef _Sheen
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const float sheen, const float sheenRough, const vec3 sheenTint,
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#endif
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#ifdef _Transmission
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const float transmission, const float transRough, const float ior, const float thinWall,
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#endif
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out float layerWeight
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) {
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float sheenWeight = brdf_sheenWeight;
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float coatWeight = brdf_coatWeight;
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#ifdef _Sheen
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vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
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#endif
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#ifdef _ClearCoat
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vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, coatN, l, v, h);
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#endif
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layerWeight = sheenWeight * coatWeight;
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vec3 result = direct * layerWeight;
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#ifdef _Transmission
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result += 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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result *= brdf_coatTintAbsorb;
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result += coatContrib * sheenWeight;
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#endif
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#ifdef _Sheen
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result += sheenContrib;
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#endif
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return result;
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}
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#endif
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#ifdef _ClearCoat
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float coatIBLFresnel(const float clearcoat, const float coat_ior,
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const float dotNV_coat) {
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if (clearcoat <= 0.0) return 0.0;
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float F = brdf_coatF0 + (1.0 - brdf_coatF0) * exp2((SCHLICK_A * dotNV_coat + SCHLICK_B) * dotNV_coat);
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return F * clearcoat;
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}
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#endif
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#ifdef _Sheen
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float sheenIBLAlbedo(const float sheen, const float sheen_rough,
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const float dotNV) {
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if (sheen <= 0.0) return 0.0;
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float rough = clamp(sheen_rough, 1e-3, 1.0);
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return sheen * (1.0 - 0.5 * rough) * mix(1.0, dotNV, 0.5);
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}
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#endif
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#ifdef _Anisotropy
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vec3 anisotropicIBLDirection(const vec3 n, const vec3 v, const vec3 tangent,
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const float anisotropy, const float roughness) {
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if (abs(anisotropy) <= 0.001 || dot(tangent, tangent) < 0.001)
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return reflect(-v, n);
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vec3 bitangent = normalize(cross(n, tangent));
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vec3 r = reflect(-v, n);
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float aniso_abs = abs(anisotropy);
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vec3 stretchDir = anisotropy > 0.0 ? tangent : bitangent;
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float stretchAmt = aniso_abs * roughness;
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return normalize(r + stretchDir * stretchAmt * dot(r, stretchDir) * 0.5);
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}
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#endif
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#ifdef _Transmission
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float transmissionIBLFresnel(const float ior, const float dotNV) {
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return brdf_transmissionF0 + (1.0 - brdf_transmissionF0) * exp2((SCHLICK_A * dotNV + SCHLICK_B) * dotNV);
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}
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vec3 transmissionIBLDirection(const vec3 n, const vec3 v, const float ior) {
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float eta = 1.0 / ior;
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vec3 refrDir = refract(-v, n, eta);
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if (dot(refrDir, refrDir) < 0.001) {
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refrDir = reflect(-v, n);
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}
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return refrDir;
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}
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#endif
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#endif
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