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

55 lines
1.8 KiB
GLSL

#include "shadingData.glsl"
#include "../material.glsl"
#include "../reflection.glsl"
#include "../ior/reflectance2f0.glsl"
#include "../common/perceptual2linearRoughness.glsl"
/*
contributors: Shadi El Hajj
description: ShadingData constructor
license: MIT License (MIT) Copyright (c) 2024 Shadi EL Hajj
*/
#ifndef FNC_SHADING_DATA_NEW
#define FNC_SHADING_DATA_NEW
ShadingData shadingDataNew() {
ShadingData shadingData;
shadingData.V = vec3(0.0, 0.0, 0.0);
shadingData.N = vec3(0.0, 0.0, 0.0);
shadingData.H = vec3(0.0, 0.0, 0.0);
shadingData.L = vec3(0.0, 0.0, 0.0);
shadingData.R = vec3(0.0, 0.0, 0.0);
shadingData.NoV = 0.0;
shadingData.NoL = 0.0;
shadingData.NoH = 0.0;
shadingData.roughness = 0.0;
shadingData.linearRoughness = 0.0;
shadingData.diffuseColor = vec3(0.0, 0.0, 0.0);
shadingData.specularColor = vec3(0.0, 0.0, 0.0);
shadingData.energyCompensation = vec3(1.0, 1.0, 1.0);
shadingData.directDiffuse = vec3(0.0, 0.0, 0.0);
shadingData.directSpecular = vec3(0.0, 0.0, 0.0);
shadingData.indirectDiffuse = vec3(0.0, 0.0, 0.0);
shadingData.indirectSpecular = vec3(0.0, 0.0, 0.0);
return shadingData;
}
void shadingDataNew(Material mat, inout ShadingData shadingData) {
float dielectricF0 = reflectance2f0(mat.reflectance);
shadingData.N = mat.normal;
shadingData.R = reflection(shadingData.V, shadingData.N, mat.roughness);
shadingData.NoV = dot(shadingData.N, shadingData.V);
shadingData.roughness = max(mat.roughness, MIN_PERCEPTUAL_ROUGHNESS);
shadingData.linearRoughness = perceptual2linearRoughness(shadingData.roughness);
shadingData.diffuseColor = mat.albedo.rgb * (1.0 - mat.metallic);
shadingData.specularColor = mix(vec3(dielectricF0, dielectricF0, dielectricF0), mat.albedo.rgb, mat.metallic);
}
#endif