Cleanup: EEVEE: Make bsdf_sampling_lib.glsl more tidy
This commit is contained in:
@@ -42,11 +42,6 @@ float pdf_ggx_reflect(float NH, float NV, float VH, float alpha)
|
||||
#endif
|
||||
}
|
||||
|
||||
float pdf_hemisphere()
|
||||
{
|
||||
return 0.5 * M_1_PI;
|
||||
}
|
||||
|
||||
vec3 sample_ggx(vec3 rand, float alpha, vec3 Vt)
|
||||
{
|
||||
#if USE_VISIBLE_NORMAL
|
||||
@@ -94,20 +89,24 @@ vec3 sample_ggx(vec3 rand, float alpha, vec3 V, vec3 N, vec3 T, vec3 B, out floa
|
||||
return tangent_to_world(Ht, N, T, B);
|
||||
}
|
||||
|
||||
float pdf_hemisphere()
|
||||
{
|
||||
return 0.5 * M_1_PI;
|
||||
}
|
||||
|
||||
vec3 sample_hemisphere(vec3 rand)
|
||||
{
|
||||
/* Theta is the cone angle. */
|
||||
float z = rand.x; /* cos theta */
|
||||
float r = sqrt(max(0.0, 1.0 - z * z)); /* sin theta */
|
||||
float x = r * rand.y;
|
||||
float y = r * rand.z;
|
||||
|
||||
return vec3(x, y, z);
|
||||
}
|
||||
|
||||
vec3 sample_hemisphere(vec3 rand, vec3 N, vec3 T, vec3 B)
|
||||
vec3 sample_hemisphere(vec3 rand, vec3 N, vec3 T, vec3 B, out float pdf)
|
||||
{
|
||||
vec3 Ht = sample_hemisphere(rand);
|
||||
pdf = pdf_hemisphere();
|
||||
return tangent_to_world(Ht, N, T, B);
|
||||
}
|
||||
|
||||
@@ -125,10 +124,11 @@ vec3 sample_ggx(float nsample,
|
||||
return sample_ggx(Xi, alpha, V, N, T, B, pdf);
|
||||
}
|
||||
|
||||
vec3 sample_hemisphere(float nsample, float inv_sample_count, vec3 N, vec3 T, vec3 B)
|
||||
vec3 sample_hemisphere(
|
||||
float nsample, float inv_sample_count, vec3 N, vec3 T, vec3 B, out float pdf)
|
||||
{
|
||||
vec3 Xi = hammersley_3d(nsample, inv_sample_count);
|
||||
return sample_hemisphere(Xi, N, T, B);
|
||||
return sample_hemisphere(Xi, N, T, B, pdf);
|
||||
}
|
||||
|
||||
vec3 sample_cone(float nsample, float inv_sample_count, float angle, vec3 N, vec3 T, vec3 B)
|
||||
|
||||
@@ -147,14 +147,14 @@ void main()
|
||||
float weight = 0.0;
|
||||
vec3 out_radiance = vec3(0.0);
|
||||
for (float i = 0; i < sampleCount; i++) {
|
||||
vec3 L = sample_hemisphere(i, invSampleCount, N, T, B); /* Microfacet normal */
|
||||
float pdf;
|
||||
vec3 L = sample_hemisphere(i, invSampleCount, N, T, B, pdf);
|
||||
float NL = dot(N, L);
|
||||
|
||||
if (NL > 0.0) {
|
||||
/* Coarse Approximation of the mapping distortion
|
||||
* Unit Sphere -> Cubemap Face */
|
||||
const float dist = 4.0 * M_PI / 6.0;
|
||||
float pdf = pdf_hemisphere();
|
||||
/* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html : Equation 13 */
|
||||
float lod = clamp(lodFactor - 0.5 * log2(pdf * dist), 0.0, lodMax);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user