/**************************************************************************** ** ** Copyright (C) 2014 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef PHYS_GLOSSY_BSDF_GLSLLIB #define PHYS_GLOSSY_BSDF_GLSLLIB 1 float sqr(float v) { return v*v; } float Gterm(float cosTheta, float roughness) { float k = roughness * 0.31830988618; // roughness / pi return clamp((cosTheta / (cosTheta*(1.0-k) + k) + (1.0 - k*k)) * 0.5, 0.0, 1.0); } float SmithGGXMasking(in float NdotL, in float NdotV, in float a2) { float ia2 = 1.0 - a2; float A = NdotV * sqrt(a2 + ia2 * NdotL * NdotL); float B = NdotL * sqrt(a2 + ia2 * NdotV * NdotV); return 2.0 * NdotL * NdotV / (A + B); } // Isotropic GGX + smith vec4 kggxGlossyBSDFMtl(in vec3 N, in vec3 L, in vec3 V, in vec3 lightSpecular, in float roughness) { vec4 rgba = vec4(0.0, 0.0, 0.0, 1.0); float NdotL = dot(N, L); if (NdotL > 0.0) { float NdotV = dot(N, V); vec3 H = normalize(L + V); float NdotH = dot(N, H); float a2 = roughness * roughness; float G2 = SmithGGXMasking(NdotL, NdotV, a2); float D = a2 / (3.1415926535 * sqr(sqr(NdotH) * (a2 - 1.0) + 1.0)); rgba.rgb = lightSpecular * G2 * D / (4.0 * NdotV * NdotH); } return rgba; } vec4 kggxGlossyDefaultMtl(in vec3 normal, in vec3 tangent, in vec3 L, in vec3 V, in vec3 lightSpecular, in vec3 materialSpecular, in float roughness) { return vec4(materialSpecular, 1.0) * kggxGlossyBSDFMtl(normal, L, V, lightSpecular, roughness); } // To be exact, this is not the Ward lobe as Ward originally described (there are a few flaws in // the original paper, which had spawned half a dozen corrective measures as papers of their own). // This is a Ward-Duer variant with Geisler-Moroder's modified normalization factor which serves // to bound the albedo. vec4 wardGlossyBSDF(in mat3 tanFrame, in vec3 L, in vec3 V, in vec3 lightSpecular, in float roughness) { vec4 rgba = vec4(0.0, 0.0, 0.0, 1.0); vec3 H = normalize(L + V); // specular float ax = clamp(roughness, 0.0001, 1.0); float NdotL = dot(tanFrame[2], L); float HdotL = clamp(dot(H, L), 0.0, 1.0); vec3 Haf = L + V; float HdotN = clamp(dot(H, tanFrame[2]), 0.0001, 1.0); float HdotX = clamp(abs(dot(H, tanFrame[0])), 0.0001, 1.0); float HdotY = clamp(abs(dot(H, tanFrame[1])), 0.0001, 1.0); float exponent = -(sqr(HdotX/ax) + sqr(HdotY/ax)); exponent /= sqr(HdotN); float PDF = exp(exponent) / (4.0 * 3.1415926535 * ax * ax); PDF *= 4.0 * dot(Haf, Haf) / sqr(sqr(dot(Haf,tanFrame[2]))); rgba.rgb = Gterm(HdotL, ax) * lightSpecular * PDF * max(NdotL, 0.0); return rgba; } vec4 wardGlossyDefaultMtl(in vec3 normal, in vec3 tangent, in vec3 L, in vec3 V, in vec3 lightSpecular, in vec3 materialSpecular, in float roughness) { vec3 bitan = normalize(cross(normal, tangent)); mat3 tanFrame = mat3(normalize(cross(bitan, normal)), bitan, normal); return vec4(materialSpecular, 1.0) * wardGlossyBSDF(tanFrame, L, V, lightSpecular, roughness); } #endif