30 lines
No EOL
1.2 KiB
GLSL
30 lines
No EOL
1.2 KiB
GLSL
#include "../common/schlick.glsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: Calculate diffuse contribution using burley equation
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use:
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- <float> diffuseBurley(<vec3> light, <vec3> normal [, <vec3> view, <float> roughness])
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- <float> diffuseBurley(<vec3> L, <vec3> N, <vec3> V, <float> NoV, <float> NoL, <float> roughness)
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license:
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
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*/
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#ifndef FNC_DIFFUSE_BURLEY
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#define FNC_DIFFUSE_BURLEY
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float diffuseBurley(const in float NoV, const in float NoL, const in float LoH, const in float linearRoughness) {
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// Burley 2012, "Physically-Based Shading at Disney"
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float f90 = 0.5 + 2.0 * linearRoughness * LoH * LoH;
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float lightScatter = schlick(1.0, f90, NoL);
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float viewScatter = schlick(1.0, f90, NoV);
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return lightScatter * viewScatter;
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}
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float diffuseBurley(ShadingData shadingData) {
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float LoH = dot(shadingData.L, shadingData.H);
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return diffuseBurley(shadingData.NoV, shadingData.NoL, LoH, shadingData.linearRoughness);
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}
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#endif |