89 lines
3.2 KiB
Plaintext
89 lines
3.2 KiB
Plaintext
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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#ifdef LIB_INCLUDE_PBR_LIGHTING_FUNCTION
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#ifndef _HAS_PBR_LIGHTING_FUNCTION
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#define _HAS_PBR_LIGHTING_FUNCTION
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#ifdef LIB_INCLUDE_PBR_LIGHTING_PREFETCH
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#define PREFETCH_METALS(albedo, materialG1f, metalN3f, metalK3f)\
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if(materialG1f >= 0.9 && materialG1f < 0.964) {\
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metalK3f.xy = vec2(0.25, (materialG1f - 0.9) * 15.625);\
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metalN3f = textureLod(u_metalsLUT, metalK3f.xy, 0.0).rgb;\
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metalK3f.x += 0.5;\
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metalK3f = textureLod(u_metalsLUT, metalK3f.xy, 0.0).rgb;\
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}
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#endif
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#ifdef LIB_INCLUDE_PBR_LIGHTING_PREFETCH
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vec3 eaglercraftLighting(in vec3 albedo, in vec3 radiance, in vec3 viewDir, in vec3 lightDir, in vec3 normalVec, in vec3 materials, in vec3 metalN, in vec3 metalK) {
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#else
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vec3 eaglercraftLighting(in vec3 albedo, in vec3 radiance, in vec3 viewDir, in vec3 lightDir, in vec3 normalVec, in vec3 materials) {
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#endif
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float roughness = 1.0 - materials.r * 0.85;
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vec3 H = normalize(viewDir + lightDir);
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vec3 NdotHVL = max(normalVec * mat3(H, viewDir, lightDir), vec3(0.0));
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float NDF = roughness * roughness;
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NDF *= NDF;
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float denom = NdotHVL.x * NdotHVL.x * (NDF - 1.0) + 1.0;
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NDF /= denom * denom * 3.141592;
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float gs = roughness + 1.0;
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gs *= gs * 0.125;
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vec2 Ndot = NdotHVL.yz;
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Ndot /= Ndot * (1.0 - gs) + gs;
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NDF *= Ndot.x * Ndot.y;
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float fresnel = pow(max(1.0 - NdotHVL.x, 0.0), 5.0);
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vec3 kD = vec3(0.03);
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vec3 F;
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if(materials.g < 0.9) {
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F = vec3(materials.g + (1.0 - materials.g) * fresnel);
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kD = (1.0 - F) * albedo / 3.141592;
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}else if(materials.g < 0.964) {
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#ifdef LIB_INCLUDE_PBR_LIGHTING_PREFETCH
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vec3 mN = metalN;
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vec3 mK = metalK;
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#else
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vec2 lutUV = vec2(0.25, (materials.g - 0.9) * 15.625);
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vec3 mN = textureLod(u_metalsLUT, lutUV, 0.0).rgb;
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lutUV.x += 0.5;
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vec3 mK = textureLod(u_metalsLUT, lutUV, 0.0).rgb * length(albedo);
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#endif
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fresnel = 1.0 - fresnel;
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mK *= mK;
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mK += mN * mN;
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vec3 nv = mN * fresnel * 2.0;
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fresnel *= fresnel;
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vec3 num = mK - nv + fresnel;
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vec3 den = mK + nv + fresnel;
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vec3 r = num / den;
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mK *= fresnel;
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mK += 1.0;
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num = mK - nv;
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den = mK + nv;
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r += num / den;
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r = clamp(r * 0.5, vec3(0.0), vec3(1.0));
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F = r * r;
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}else {
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F = albedo + (1.0 - albedo) * fresnel;
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}
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denom = 4.0 * NdotHVL.y * NdotHVL.z + 0.0001;
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return (kD + (NDF * F / denom)) * radiance * NdotHVL.z;
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}
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#endif
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#endif
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