Solara-Shaders/shaders/lib/surface/ggx.glsl
2024-06-22 15:15:55 -04:00

108 lines
3.9 KiB
GLSL

//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;
}