fuckingtech/public/assets/glsl/lygia/lighting/diffuse/burley.hlsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

30 lines
No EOL
1.1 KiB
HLSL

#include "../common/schlick.hlsl"
/*
contributors: Patricio Gonzalez Vivo
description: Calculate diffuse contribution using burley equation
use:
- <float> diffuseBurley(<float3> light, <float3> normal [, <float3> view, <float> roughness] )
- <float> diffuseBurley(<float3> L, <float3> N, <float3> V, <float> NoV, <float> NoL, <float> roughness)
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef FNC_DIFFUSE_BURLEY
#define FNC_DIFFUSE_BURLEY
float diffuseBurley(float NoV, float NoL, float LoH, float linearRoughness) {
// Burley 2012, "Physically-Based Shading at Disney"
float f90 = 0.5 + 2.0 * linearRoughness * LoH * LoH;
float lightScatter = schlick(1.0, f90, NoL);
float viewScatter = schlick(1.0, f90, NoV);
return lightScatter * viewScatter;
}
float diffuseBurley(ShadingData shadingData) {
float LoH = dot(shadingData.L, shadingData.H);
return diffuseBurley(shadingData.NoV, shadingData.NoL, LoH, shadingData.linearRoughness);
}
#endif