//GGX area light approximation from Decima Engine: Advances in Lighting and AA presentation float GetNoHSquared(float radiusTan, float NoL, float NoV, float VoL) { float radiusCos = 1.0 / sqrt(1.0 + radiusTan * radiusTan); float RoL = 2.0 * NoL * NoV - VoL; if (RoL >= radiusCos) return 1.0; float rOverLengthT = radiusCos * radiusTan / sqrt(1.0 - RoL * RoL); float NoTr = rOverLengthT * (NoV - RoL * NoL); float VoTr = rOverLengthT * (2.0 * NoV * NoV - 1.0 - RoL * VoL); float triple = sqrt(clamp(1.0 - NoL * NoL - NoV * NoV - VoL * VoL + 2.0 * NoL * NoV * VoL, 0.0, 1.0)); float NoBr = rOverLengthT * triple, VoBr = rOverLengthT * (2.0 * triple * NoV); float NoLVTr = NoL * radiusCos + NoV + NoTr, VoLVTr = VoL * radiusCos + 1.0 + VoTr; float p = NoBr * VoLVTr, q = NoLVTr * VoLVTr, s = VoBr * NoLVTr; float xNum = q * (-0.5 * p + 0.25 * VoBr * NoLVTr); float xDenom = p * p + s * ((s - 2.0 * p)) + NoLVTr * ((NoL * radiusCos + NoV) * VoLVTr * VoLVTr + q * (-0.5 * (VoLVTr + VoL * radiusCos) - 0.5)); float twoX1 = 2.0 * xNum / (xDenom * xDenom + xNum * xNum); float sinTheta = twoX1 * xDenom; float cosTheta = 1.0 - twoX1 * xNum; NoTr = cosTheta * NoTr + sinTheta * NoBr; VoTr = cosTheta * VoTr + sinTheta * VoBr; float newNoL = NoL * radiusCos + NoTr; float newVoL = VoL * radiusCos + VoTr; float NoH = NoV + newNoL; float HoH = 2.0 * newVoL + 2.0; return clamp(NoH * NoH / HoH, 0.0, 1.0); } float GGXTrowbridgeReitz(float NoHsqr, float roughness){ float roughnessSqr = roughness * roughness; float distr = NoHsqr * (roughnessSqr - 1.0) + 1.0; return roughnessSqr / (3.14159 * distr * distr); } float SchlickGGX(float NoL, float NoV, float roughness){ float k = roughness * 0.5; float smithL = 0.5 / (NoL * (1.0 - k) + k); float smithV = 0.5 / (NoV * (1.0 - k) + k); return smithL * smithV; } vec3 SphericalGaussianFresnel(float HoL, vec3 baseReflectance){ float fresnel = exp2(((-5.55473 * HoL) - 6.98316) * HoL); return fresnel * (1.0 - baseReflectance) + baseReflectance; } vec3 GGX(vec3 normal, vec3 viewPos, float smoothness, vec3 baseReflectance, float sunSize) { float roughness = max(1.0 - smoothness, 0.025); roughness *= roughness; viewPos = -viewPos; vec3 halfVec = normalize(lightVec + viewPos); float HoL = clamp(dot(halfVec, lightVec), 0.0, 1.0); float NoL = clamp(dot(normal, lightVec), 0.0, 1.0); float NoV = clamp(dot(normal, viewPos), -1.0, 1.0); float VoL = dot(lightVec, viewPos); float NoHsqr = GetNoHSquared(sunSize, NoL, NoV, VoL); if (NoV < 0.0){ NoHsqr = dot(normal, halfVec); NoHsqr *= NoHsqr; } NoV = max(NoV, 0.0); float D = GGXTrowbridgeReitz(NoHsqr, roughness); vec3 F = SphericalGaussianFresnel(HoL, baseReflectance); float G = SchlickGGX(NoL, NoV, roughness); float Fl = max(length(F), 0.001); vec3 Fn = F / Fl; float specular = D * Fl * G; vec3 specular3 = specular / (1.0 + 0.03125 / 4.0 * specular) * Fn * NoL; #ifndef SPECULAR_HIGHLIGHT_ROUGH specular3 *= 1.0 - roughness * roughness; #endif return specular3; } vec3 GetSpecularHighlight(vec3 normal, vec3 viewPos, float smoothness, vec3 baseReflectance, vec3 specularColor, vec3 shadow, float smoothLighting) { if (dot(shadow, shadow) < 0.00001) return vec3(0.0); #ifndef SPECULAR_HIGHLIGHT_ROUGH if (smoothness < 0.00002) return vec3(0.0); #endif smoothLighting *= smoothLighting; #ifdef END smoothness *= 0.75; #endif vec3 specular = GGX(normal, normalize(viewPos), smoothness, baseReflectance, (0.025 * sunVisibility + 0.05) * ROUND_SUN_MOON_SIZE); specular *= shadow * shadowFade * smoothLighting; specular *= (1.0 - rainStrength) * (1.0 - rainStrength); return specular * specularColor; }