diff options
author | Andy Nichols <andy.nichols@qt.io> | 2017-12-05 16:02:54 +0100 |
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committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2017-12-07 14:07:30 +0000 |
commit | 71b625cdebae8f15a7e3a9c861a2628099254bb7 (patch) | |
tree | a4e606a8ecb5262e5b57f2c09d0d27b75b9ce079 /res | |
parent | 6a44253da49d6818d70662ae07465765bf71d288 (diff) |
Integrate Custom Material + Shader Generators
Change-Id: I15290541bfb58bb194d70cfe9004af1033bb8fb2
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Diffstat (limited to 'res')
-rw-r--r-- | res/effectlib/sampleArea.glsllib | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/res/effectlib/sampleArea.glsllib b/res/effectlib/sampleArea.glsllib index ca04988..7b1d142 100644 --- a/res/effectlib/sampleArea.glsllib +++ b/res/effectlib/sampleArea.glsllib @@ -75,6 +75,49 @@ float getUVHitBounds( in vec3 pos, in mat3 lightFrame, in vec3 lightPos, in floa return wtsum; } +// Shooting a narrow beam, and then scaling up that beam based on the actual roughness +vec4 sampleAreaGlossy( in mat3 tanFrame, in vec3 pos, in int lightIdx, 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]; + + mat3 lightFrame = mat3( arealights[lightIdx].right.xyz, arealights[lightIdx].up.xyz, arealights[lightIdx].direction.xyz ); + + 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, arealights[lightIdx].position.xyz, lightFrame, + arealights[lightIdx].right.w, arealights[lightIdx].up.w, 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 vec4( wt * intensity ); +} vec4 sampleAreaDiffuse( in mat3 tanFrame, in vec3 pos, in int lightIdx ) { |