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authorAntti Määttä <antti.maatta@qt.io>2019-12-12 14:40:21 +0200
committerAntti Määttä <antti.maatta@qt.io>2019-12-27 11:21:24 +0200
commitc4ed0d6acfc2cb444a5260cbd509a427208f7ac5 (patch)
tree6ceba81778153e8a28f0fa4ef918c2498cb40b51 /res/effectlib/funcdiffuseReflectionBSDF.glsllib
parent71190e5a059eba4c911abcfdd599c2a98d674ed0 (diff)
Optimize and cleanup shaders
Change-Id: Ia27680e20f73ffe645d5a336fad7024e67a8389b Reviewed-by: Janne Kangas <janne.kangas@qt.io> Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'res/effectlib/funcdiffuseReflectionBSDF.glsllib')
-rw-r--r--res/effectlib/funcdiffuseReflectionBSDF.glsllib39
1 files changed, 3 insertions, 36 deletions
diff --git a/res/effectlib/funcdiffuseReflectionBSDF.glsllib b/res/effectlib/funcdiffuseReflectionBSDF.glsllib
index bda0ea6..05f54a6 100644
--- a/res/effectlib/funcdiffuseReflectionBSDF.glsllib
+++ b/res/effectlib/funcdiffuseReflectionBSDF.glsllib
@@ -3,41 +3,8 @@
#define PI_SQUARE ( PI * PI )
#endif
-vec4 diffuseReflectionBSDF(in vec3 N, in vec3 L, in vec3 viewDir,
- in vec3 lightDiffuse, in float roughness)
+vec4 diffuseReflectionBSDF(in vec3 N, in vec3 L, in vec3 lightDiffuse)
{
- float cosThetaI = max( 0.0, dot( N, L ) );
- float factor = cosThetaI;
- if ( ( 0.0 < factor ) && ( 0.0 < roughness ) )
- {
- // see http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model
- float sigmaSquare = 0.25 * PI_SQUARE * roughness * roughness;
- float A = 1.0 - 0.5 * sigmaSquare / ( sigmaSquare + 0.33 );
- float B = 0.45 * sigmaSquare / ( sigmaSquare + 0.09 );
-
- // project L and viewDir on surface to get the azimuthal angle between them
- // as we don't really need the projections, but the angle between them,
- // it's enough to just use the cross instead
- vec3 pl = normalize( cross( L, N ) );
- vec3 pv = normalize( cross( viewDir, N ) );
- float cosPhi = max( 0.0, dot( pl, pv ) );
-
- float sinAlpha, tanBeta;
- float cosThetaO = max( 0.0, dot( N, viewDir ) );
- float sinThetaI = sqrt( max( 0.0, 1.0 - cosThetaI * cosThetaI ) );
- float sinThetaO = sqrt( max( 0.0, 1.0 - cosThetaO * cosThetaO ) );
- if ( cosThetaI < cosThetaO )
- { // -> thetaO < thetaI
- sinAlpha = sinThetaI;
- tanBeta = sinThetaO / cosThetaO;
- }
- else
- {
- sinAlpha = sinThetaO;
- tanBeta = sinThetaI / cosThetaI;
- }
-
- factor *= A + B * cosPhi * sinAlpha * tanBeta;
- }
- return( vec4( factor * lightDiffuse, 1.0 ) );
+ float factor = max(0.0, dot(N, L));
+ return vec4(factor * lightDiffuse, 1.0);
}