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#ifndef MICROFACET_BSDF_GLSLLIB
#define MICROFACET_BSDF_GLSLLIB 1


float GtermSchlick( in mat3 tanFrame, in vec3 l, in vec3 v, in float roughness )
{
    float NdotV = clamp(dot(tanFrame[2], v), 0.0, 1.0);
    float NdotL = clamp(dot(tanFrame[2], l), 0.0, 1.0);
    float k = roughness*roughness*0.79788;

    float G_V = NdotV / (NdotV * (1.0 + k) + k);
    float G_L = NdotL / (NdotL * (1.0 + k) + k);

    return clamp(( G_V * G_L ), 0.0, 1.0);
}

float GtermGGX( in mat3 tanFrame, in vec3 l, in vec3 v, in float roughness )
{
    float NdotV = clamp(dot(tanFrame[2], v), 0.0, 1.0);
    float NdotL = clamp(dot(tanFrame[2], l), 0.0, 1.0);
    float k = clamp(roughness*roughness, 0.00, 1.0);

    float G_V = NdotV + sqrt( (NdotV - NdotV * k) * NdotV + k );
    float G_L = NdotL + sqrt( (NdotL - NdotL * k) * NdotL + k );

    return clamp( 2.0 / ( G_V * G_L ), 0.0, 1.0);
}

float DtermGGX( in mat3 tanFrame, in vec3 L, in vec3 V, in float roughness )
{
    float m = clamp(roughness, 0.04, 1.0);
    float m2 = m*m;

    vec3 H = normalize(L + V);
    float NdotH = clamp(dot( tanFrame[2], H ), 0.0001, 1.0);
    float NdotH2 = NdotH * NdotH;

    float denom = NdotH2 * (m2 - 1.0) + 1.0;
    float D = m2 / (PI * denom * denom);

    return max( 0.0, D);
}

float DtermGGXAniso( in mat3 tanFrame, in vec3 L, in vec3 V, in float roughnessU, float roughnessV )
{
    float roughU = clamp(roughnessU, 0.04, 1.0);
    float roughV = clamp(roughnessV, 0.04, 1.0);
    vec3 H = normalize(L + V);
    float NdotH = clamp( dot(tanFrame[2], H), 0.0001, 1.0 );
    float m = PI * roughU * roughV;
    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 x2 = roughU*roughU;
    float y2 = roughV*roughV;

    float D = (HdotX*HdotX/x2) + (HdotY*HdotY/y2) + (NdotH*NdotH);
    D = 1.0 / ( m * D * D );

    return max( 0.0, D);
}

vec4 microfacetBSDF( in mat3 tanFrame, in vec3 L, in vec3 V, in vec3 lightSpecular, float ior,
                     in float roughnessU, in float roughnessV, int mode )
{
    vec4 rgba = vec4( 0.0f, 0.0f, 0.0f, 1.0f );
    vec3 H = normalize(L + V);
    float HdotL = clamp(dot(H, L), 0.0, 1.0);
    float NdotL = dot(tanFrame[2], L);

    if ( NdotL > 0.0 )
    {
        if ( ( mode == scatter_reflect ) || ( mode == scatter_reflect_transmit ) )
        {
            float roughness = calculateRoughness( tanFrame[2], roughnessU, roughnessV, tanFrame[0] );
            // G term
            //float G = GtermSchlick( tanFrame, L, V, roughness );
            float G = GtermGGX( tanFrame, L, V, roughness );

            //float D = DtermGGX( tanFrame, L, V, roughness );
            float D = DtermGGXAniso( tanFrame, L, V, roughnessU, roughnessV );
            rgba.rgb = G * D * NdotL * lightSpecular;
        }

        if ( ( mode == scatter_transmit ) || ( mode == scatter_reflect_transmit ) )
        {
            rgba.a = pow(1.0 - clamp(HdotL, 0.0, 1.0), 5.0);
        }
    }

    return rgba;
}

vec4 microfacetBSDFEnvironment( in mat3 tanFrame, in vec3 viewDir, in float roughnessU, in float roughnessV, int mode )
{
  vec3 rgb = vec3( 0.0f, 0.0f, 0.0f );
#if !UIC_ENABLE_LIGHT_PROBE
  if ( uEnvironmentMappingEnabled )
  {
    float roughness = calculateRoughness( tanFrame[2], roughnessU, roughnessV, tanFrame[0] );
    vec3 R = reflect( -viewDir, tanFrame[2] );
    rgb =  0.01 * evalEnvironmentMap( R, roughness );
    rgb = microfacetBSDF( tanFrame, R, viewDir, rgb, 1.0f, roughnessU, roughnessV, scatter_reflect ).rgb;
  }
#endif
  return( vec4( rgb, 1.0f ) );
}


// see http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html

float radicalInverse_VdC( uint bits)
{
     bits = (bits << 16u) | (bits >> 16u);
     bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
     bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
     bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
     bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
     return float(bits) * 2.3283064365386963e-10; // / 0x100000000
 }

vec2 hammersley2d(uint i, uint N)
{
     return vec2(float(i)/float(N), radicalInverse_VdC(i));
}

vec2 hammersly[4] = vec2[4] (
    vec2(0.0, 0.0),
    vec2(0.25, 0.5),
    vec2(0.5, 0.25),
    vec2(0.75, 0.75)
    );

vec3 ImportanceGGX( in mat3 tanFrame, vec2 Xi, float roughness , vec3 N )
{
    float a = roughness * roughness;
    float Phi = 2.0 * PI * Xi.y;
    float CosTheta = (1.0 - Xi.x);
    float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );

    vec3 H;
    H.x = SinTheta * cos( Phi );
    H.y = SinTheta * sin( Phi );
    H.z = CosTheta;

    // Tangent to world space
    return tanFrame[0] * H.x + tanFrame[1] * H.y + tanFrame[2] * H.z;
}

float DtermGGXAnisoSampled( in mat3 tanFrame, in vec3 H, in float roughnessU, float roughnessV )
{
#if (MATERIAL_IS_NON_DIELECTRIC == 1)
    float roughU = clamp(roughnessU*roughnessU, 0.01, 1.0);
    float roughV = clamp(roughnessV*roughnessV, 0.01, 1.0);
#else
    float roughU = clamp(roughnessU, 0.02, 1.0);
    float roughV = clamp(roughnessV, 0.02, 1.0);
#endif

    float NdotH = clamp( dot(tanFrame[2], H), 0.0001, 1.0 );
    float m = PI * roughU * roughV;
    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 x2 = roughU*roughU;
    float y2 = roughV*roughV;

    float pdf = (HdotX*HdotX/x2) + (HdotY*HdotY/y2) + (NdotH*NdotH);
    float D = 1.0 / ( m * pdf * pdf );

    return max( 0.0, D);
}

vec3 sampleEnv(in vec3 L, float pdf, uint sampleCount, float roughness )
{
    vec2 envMapSize = vec2( textureSize( uEnvironmentTexture, 0 ) );
    float envMapLevels = log2( max( envMapSize.x, envMapSize.y ) );

    float a = 0.5*log2( float(envMapSize.x*envMapSize.y) / float(sampleCount) );
    float d = 4.0 * (abs(L.z) + 1.0) * (abs(L.z) + 1.0);
    float b = 0.5*log2( pdf * d );

     // convert coord to 2D
    vec2 tc = vec2( ( atan( L.x, -L.z ) + PI ) / ( 2.0f * PI ), acos( -L.y ) / PI );
    float weight = step( 0.0001, roughness );

    float lod = max( 0.0, min( (a - b)*weight, envMapLevels ));

    return( textureLod( uEnvironmentTexture, tc, lod ).rgb );
}

vec4 microfacetSampledBSDF( in mat3 tanFrame, in vec3 viewDir, in float roughnessU, in float roughnessV, int mode )
{
  vec3 rgb = vec3( 0.0f, 0.0f, 0.0f );

  float roughness = clamp( calculateRoughness( tanFrame[2], roughnessU, roughnessV, tanFrame[0] ), 0.0, 1.0 );

  vec3 R = reflect( -viewDir, tanFrame[2] );

  const uint NumSamples = 4u;
  for( uint i = 0u; i < NumSamples; i++ )
  {
      vec2 Xi = hammersly[i]; // pre computed values
      //vec2 Xi = hammersley2d(i, NumSamples);
      vec3 Half = ImportanceGGX( tanFrame, Xi, roughness , tanFrame[2] );
      vec3 H = normalize( Half );

      vec3 L = 2.0 * dot( viewDir, Half ) * Half - viewDir;
      float NdotV = clamp( dot( tanFrame[2], viewDir ), 0.0001, 1.0 );
      float NdotR = clamp( dot( tanFrame[2], R ), 0.0, 1.0 );
      float NdotH = clamp( dot( tanFrame[2], H ), 0.0001, 1.0 );

      if( NdotV > 0.0001 )
      {
          float G = GtermGGX( tanFrame, L, viewDir, roughness );
          float D = DtermGGXAnisoSampled( tanFrame, H, roughnessU, roughnessV);

          vec3 envColor = 0.01 * sampleEnv( L, D, NumSamples, roughness );

          rgb += (envColor * G * D * NdotR) / ( 4.0 * NdotV * NdotH);
      }
  }

  rgb /= float(NumSamples);

  return( vec4( rgb, 1.0f ) );
}

#endif