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8c8f538f
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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8c8f538f
编写于
10月 20, 2015
作者:
B
Ben Houston
浏览文件
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电子邮件补丁
差异文件
restore erroneously removed modifications by @WestLangley.
上级
c45b7cf9
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
44 addition
and
9 deletion
+44
-9
src/renderers/shaders/ShaderChunk/bsdfs.glsl
src/renderers/shaders/ShaderChunk/bsdfs.glsl
+44
-9
未找到文件。
src/renderers/shaders/ShaderChunk/bsdfs.glsl
浏览文件 @
8c8f538f
...
...
@@ -55,20 +55,36 @@ vec3 F_Schlick( const in vec3 F0, const in float dotLH ) {
}
float
G_SmithSchlick
(
float
roughness2
,
float
dotNL
,
float
dotNV
)
{
// Microfacet Models for Refraction through Rough Surfaces - equation (34)
// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
// alpha is "roughness squared" in Disney’s reparameterization
float
G_GGX_Smith
(
in
float
alpha
,
in
float
dotNL
,
in
float
dotNV
)
{
float
termL
=
(
dotNL
+
sqrt
(
roughness2
+
(
1
.
0
-
roughness2
)
*
dotNL
*
dotNL
)
);
float
termV
=
(
dotNV
+
sqrt
(
roughness2
+
(
1
.
0
-
roughness2
)
*
dotNV
*
dotNV
)
);
return
1
.
0
/
(
abs
(
termL
*
termV
)
+
0
.
0000001
);
// geometry term = G(l) . G(v) / 4(n . l)(n. v)
float
a2
=
alpha
*
alpha
;
float
gl
=
dotNL
+
pow
(
a2
+
(
1
.
0
-
a2
)
*
dotNL
*
dotNL
,
0
.
5
);
float
gv
=
dotNV
+
pow
(
a2
+
(
1
.
0
-
a2
)
*
dotNV
*
dotNV
,
0
.
5
);
return
1
.
0
/
(
gl
*
gv
);
}
float
D_GGX
(
float
roughness2
,
float
dotNH
)
{
// should 1/PI be in this distribution?
float
denom
=
dotNH
*
dotNH
*
(
roughness2
-
1
.
0
)
+
1
.
0
;
return
roughness2
/
(
PI
*
denom
*
denom
+
0
.
0000001
);
// Microfacet Models for Refraction through Rough Surfaces - equation (33)
// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
// alpha is "roughness squared" in Disney’s reparameterization
float
D_GGX
(
in
float
alpha
,
in
float
dotNH
)
{
// factor of 1/PI in distribution term omitted
float
a2
=
alpha
*
alpha
;
float
denom
=
dotNH
*
dotNH
*
(
a2
-
1
.
0
)
+
1
.
0
;
// avoid alpha = 0 with dotNH = 1
return
a2
/
(
denom
*
denom
);
}
...
...
@@ -115,3 +131,22 @@ void BRDF_BlinnPhong( const in IncidentLight incidentLight, const in GeometricCo
reflectedLight
.
specular
+=
incidentLight
.
color
*
F
*
(
G
*
D
);
}
// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile
vec3
envBRDFApprox
(
vec3
specularColor
,
float
roughness
,
in
vec3
normal
,
in
vec3
viewDir
)
{
float
dotNV
=
saturate
(
dot
(
normal
,
viewDir
)
);
const
vec4
c0
=
vec4
(
-
1
,
-
0
.
0275
,
-
0
.
572
,
0
.
022
);
const
vec4
c1
=
vec4
(
1
,
0
.
0425
,
1
.
04
,
-
0
.
04
);
vec4
r
=
roughness
*
c0
+
c1
;
float
a004
=
min
(
r
.
x
*
r
.
x
,
exp2
(
-
9
.
28
*
dotNV
)
)
*
r
.
x
+
r
.
y
;
vec2
AB
=
vec2
(
-
1
.
04
,
1
.
04
)
*
a004
+
r
.
zw
;
return
specularColor
*
AB
.
x
+
AB
.
y
;
}
\ No newline at end of file
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