/* * Copyright (c) 2023 LAX1DUDE. All Rights Reserved. * * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. * * NOT FOR COMMERCIAL OR MALICIOUS USE * * (please read the 'LICENSE' file this repo's root directory for more info) * */ #ifdef LIB_INCLUDE_PBR_LIGHTING_FUNCTION #ifndef _HAS_PBR_LIGHTING_FUNCTION #define _HAS_PBR_LIGHTING_FUNCTION #ifdef LIB_INCLUDE_PBR_LIGHTING_PREFETCH #define PREFETCH_METALS(albedo, materialG1f, metalN3f, metalK3f)\ if(materialG1f >= 0.9 && materialG1f < 0.964) {\ metalK3f.xy = vec2(0.25, (materialG1f - 0.9) * 15.625);\ metalN3f = textureLod(u_metalsLUT, metalK3f.xy, 0.0).rgb;\ metalK3f.x += 0.5;\ metalK3f = textureLod(u_metalsLUT, metalK3f.xy, 0.0).rgb;\ } #endif #ifdef LIB_INCLUDE_PBR_LIGHTING_PREFETCH 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) { #else vec3 eaglercraftLighting(in vec3 albedo, in vec3 radiance, in vec3 viewDir, in vec3 lightDir, in vec3 normalVec, in vec3 materials) { #endif float roughness = 1.0 - materials.r * 0.85; vec3 H = normalize(viewDir + lightDir); vec3 NdotHVL = max(normalVec * mat3(H, viewDir, lightDir), vec3(0.0)); float NDF = roughness * roughness; NDF *= NDF; float denom = NdotHVL.x * NdotHVL.x * (NDF - 1.0) + 1.0; NDF /= denom * denom * 3.141592; float gs = roughness + 1.0; gs *= gs * 0.125; vec2 Ndot = NdotHVL.yz; Ndot /= Ndot * (1.0 - gs) + gs; NDF *= Ndot.x * Ndot.y; float fresnel = pow(max(1.0 - NdotHVL.x, 0.0), 5.0); vec3 kD = vec3(0.03); vec3 F; if(materials.g < 0.9) { F = vec3(materials.g + (1.0 - materials.g) * fresnel); kD = (1.0 - F) * albedo / 3.141592; }else if(materials.g < 0.964) { #ifdef LIB_INCLUDE_PBR_LIGHTING_PREFETCH vec3 mN = metalN; vec3 mK = metalK; #else vec2 lutUV = vec2(0.25, (materials.g - 0.9) * 15.625); vec3 mN = textureLod(u_metalsLUT, lutUV, 0.0).rgb; lutUV.x += 0.5; vec3 mK = textureLod(u_metalsLUT, lutUV, 0.0).rgb * length(albedo); #endif fresnel = 1.0 - fresnel; mK *= mK; mK += mN * mN; vec3 nv = mN * fresnel * 2.0; fresnel *= fresnel; vec3 num = mK - nv + fresnel; vec3 den = mK + nv + fresnel; vec3 r = num / den; mK *= fresnel; mK += 1.0; num = mK - nv; den = mK + nv; r += num / den; r = clamp(r * 0.5, vec3(0.0), vec3(1.0)); F = r * r; }else { F = albedo + (1.0 - albedo) * fresnel; } denom = 4.0 * NdotHVL.y * NdotHVL.z + 0.0001; return (kD + (NDF * F / denom)) * radiance * NdotHVL.z; } #endif #endif