diff options
Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/funcsampleAreaGlossyDefault.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/funcsampleAreaGlossyDefault.glsllib | 42 |
2 files changed, 0 insertions, 42 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime new file mode 160000 +Subproject 2025912174c4cf99270b7439ec3b021e1d089ae diff --git a/src/Runtime/ogl-runtime/res/effectlib/funcsampleAreaGlossyDefault.glsllib b/src/Runtime/ogl-runtime/res/effectlib/funcsampleAreaGlossyDefault.glsllib deleted file mode 100644 index cb9cba11..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/funcsampleAreaGlossyDefault.glsllib +++ /dev/null @@ -1,42 +0,0 @@ -#include "funccomputeMicroHit.glsllib" - -vec3 sampleAreaGlossyDefault( in mat3 tanFrame, in vec3 pos, in mat3 lightFrame, in vec3 lightPos, in float width, in float height, in vec3 viewDir, in float roughU, in float roughV ) -{ - float sigmaU = clamp( 0.5 * roughU, 0.005, 0.5 ); - float sigmaV = clamp( 0.5 * roughV, 0.005, 0.5 ); - vec2 UVset[5]; - - float thetaI = acos( dot(viewDir, lightFrame[2]) ); - vec2 minMaxThetaH = vec2( (thetaI - 1.5707) * 0.5, - (thetaI + 1.5707) * 0.5 ); - vec4 sinCosThetaH = vec4( abs(sin(minMaxThetaH)), abs(cos(minMaxThetaH)) ); - - // First thing we do is compute a small-scale version of the ray hit for a very tiny roughness - // then we scale that up based on the _actual_ roughness. - float wt = computeMicroHit( pos, tanFrame, lightPos, lightFrame, width, height, viewDir, UVset ); - - UVset[0] -= UVset[4]; UVset[1] -= UVset[4]; - UVset[2] -= UVset[4]; UVset[3] -= UVset[4]; - - UVset[0] *= mix(1.0, sinCosThetaH.y / 0.005, sigmaU); UVset[1] *= mix(1.0, sinCosThetaH.x / 0.005, sigmaU); - UVset[2] *= mix(1.0, sinCosThetaH.y / 0.005, sigmaV); UVset[3] *= mix(1.0, sinCosThetaH.x / 0.005, sigmaV); - - UVset[0] += UVset[4]; UVset[1] += UVset[4]; - UVset[2] += UVset[4]; UVset[3] += UVset[4]; - - vec2 UVmin = UVset[4], UVmax = UVset[4]; - vec2 cminUV, cmaxUV; - UVmin = min(UVmin, UVset[0]); UVmax = max(UVmax, UVset[0]); - UVmin = min(UVmin, UVset[1]); UVmax = max(UVmax, UVset[1]); - UVmin = min(UVmin, UVset[2]); UVmax = max(UVmax, UVset[2]); - UVmin = min(UVmin, UVset[3]); UVmax = max(UVmax, UVset[3]); - - cminUV = clamp( UVmin, vec2(0.0), vec2(1.0) ); - cmaxUV = clamp( UVmax, vec2(0.0), vec2(1.0) ); - - vec2 hitScale = (cmaxUV - cminUV); - vec2 fullScale = (UVmax - UVmin); - float intensity = ( hitScale.x * hitScale.y ) / max( fullScale.x * fullScale.y, 0.0001 ); - - return vec3( wt * intensity ); -} |