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/* | |
* Copyright (c) 2023 lax1dude. All Rights Reserved. | |
* | |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. | |
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, | |
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT | |
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, | |
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
* POSSIBILITY OF SUCH DAMAGE. | |
* | |
*/ | |
if(materialG1f >= 0.9 && materialG1f < 0.964) {\ | |
metalK3f.xy = vec2(0.25, (materialG1f - 0.9) * 15.625);\ | |
metalN3f = textureLod(u_metalsLUT, metalK3f.xy, 0.0).rgb;\ | |
metalK3f.x += 0.5;\ | |
metalK3f = textureLod(u_metalsLUT, metalK3f.xy, 0.0).rgb;\ | |
} | |
vec3 eaglercraftLighting(in vec3 albedo, in vec3 radiance, in vec3 viewDir, in vec3 lightDir, in vec3 normalVec, in vec3 materials, in vec3 metalN, in vec3 metalK) { | |
vec3 eaglercraftLighting(in vec3 albedo, in vec3 radiance, in vec3 viewDir, in vec3 lightDir, in vec3 normalVec, in vec3 materials) { | |
float roughness = 1.0 - materials.r * 0.85; | |
vec3 H = normalize(viewDir + lightDir); | |
vec3 NdotHVL = max(normalVec * mat3(H, viewDir, lightDir), vec3(0.0)); | |
float NDF = roughness * roughness; | |
NDF *= NDF; | |
float denom = NdotHVL.x * NdotHVL.x * (NDF - 1.0) + 1.0; | |
NDF /= denom * denom * 3.141592; | |
float gs = roughness + 1.0; | |
gs *= gs * 0.125; | |
vec2 Ndot = NdotHVL.yz; | |
Ndot /= Ndot * (1.0 - gs) + gs; | |
NDF *= Ndot.x * Ndot.y; | |
float fresnel = pow(max(1.0 - NdotHVL.x, 0.0), 5.0); | |
vec3 kD = vec3(0.03); | |
vec3 F; | |
if(materials.g < 0.9) { | |
F = vec3(materials.g + (1.0 - materials.g) * fresnel); | |
kD = (1.0 - F) * albedo / 3.141592; | |
}else if(materials.g < 0.964) { | |
vec3 mN = metalN; | |
vec3 mK = metalK; | |
vec2 lutUV = vec2(0.25, (materials.g - 0.9) * 15.625); | |
vec3 mN = textureLod(u_metalsLUT, lutUV, 0.0).rgb; | |
lutUV.x += 0.5; | |
vec3 mK = textureLod(u_metalsLUT, lutUV, 0.0).rgb * length(albedo); | |
fresnel = 1.0 - fresnel; | |
mK *= mK; | |
mK += mN * mN; | |
vec3 nv = mN * fresnel * 2.0; | |
fresnel *= fresnel; | |
vec3 num = mK - nv + fresnel; | |
vec3 den = mK + nv + fresnel; | |
vec3 r = num / den; | |
mK *= fresnel; | |
mK += 1.0; | |
num = mK - nv; | |
den = mK + nv; | |
r += num / den; | |
r = clamp(r * 0.5, vec3(0.0), vec3(1.0)); | |
F = r * r; | |
}else { | |
F = albedo + (1.0 - albedo) * fresnel; | |
} | |
denom = 4.0 * NdotHVL.y * NdotHVL.z + 0.0001; | |
return (kD + (NDF * F / denom)) * radiance * NdotHVL.z; | |
} | |