Avoid some unnecessary calculations in scene.glsl.
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@ -247,7 +247,7 @@ void light_compute(
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float cLdotH = max(dot(L, H), 0.0);
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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#endif
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@ -953,9 +953,7 @@ float G_GGX_2cos(float cos_theta_m, float alpha) {
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// This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha)
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// See Filament docs, Specular G section.
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float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) {
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float v = cos_theta_l * (cos_theta_v * (1.0 - alpha) + alpha);
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float l = cos_theta_v * (cos_theta_l * (1.0 - alpha) + alpha);
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return 0.5 / (v + l);
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return 0.5 / mix(2.0 * cos_theta_l * cos_theta_v, cos_theta_l + cos_theta_v, alpha);
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}
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float D_GGX(float cos_theta_m, float alpha) {
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@ -1067,6 +1065,18 @@ LIGHT_SHADER_CODE
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float NdotV = dot(N, V);
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float cNdotV = max(NdotV, 0.0);
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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vec3 H = normalize(V + L);
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#endif
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#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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float cNdotH = max(dot(N, H), 0.0);
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#endif
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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float cLdotH = max(dot(L, H), 0.0);
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#endif
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if (metallic < 1.0) {
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#if defined(DIFFUSE_OREN_NAYAR)
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vec3 diffuse_brdf_NL;
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@ -1101,13 +1111,9 @@ LIGHT_SHADER_CODE
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#elif defined(DIFFUSE_BURLEY)
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{
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vec3 H = normalize(V + L);
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float cLdotH = max(0.0, dot(L, H));
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float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness;
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float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV);
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float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL);
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float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
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float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
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float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
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diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
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/*
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float energyBias = mix(roughness, 0.0, 0.5);
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@ -1150,13 +1156,9 @@ LIGHT_SHADER_CODE
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#if defined(SPECULAR_BLINN)
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//normalized blinn
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vec3 H = normalize(V + L);
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float cNdotH = max(dot(N, H), 0.0);
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float cVdotH = max(dot(V, H), 0.0);
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float cLdotH = max(dot(L, H), 0.0);
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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#elif defined(SPECULAR_PHONG)
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@ -1165,7 +1167,7 @@ LIGHT_SHADER_CODE
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float cRdotV = max(0.0, dot(R, V));
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float phong = pow(cRdotV, shininess);
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phong *= (shininess + 8.0) / (8.0 * 3.141592654);
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phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
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#elif defined(SPECULAR_TOON)
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@ -1181,11 +1183,6 @@ LIGHT_SHADER_CODE
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#elif defined(SPECULAR_SCHLICK_GGX)
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// shlick+ggx as default
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vec3 H = normalize(V + L);
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float cNdotH = max(dot(N, H), 0.0);
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float cLdotH = max(dot(L, H), 0.0);
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#if defined(LIGHT_USE_ANISOTROPY)
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float alpha = roughness * roughness;
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float aspect = sqrt(1.0 - anisotropy * 0.9);
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@ -1216,13 +1213,8 @@ LIGHT_SHADER_CODE
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specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
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#if defined(LIGHT_USE_CLEARCOAT)
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if (clearcoat_gloss > 0.0) {
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#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
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vec3 H = normalize(V + L);
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#endif
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#if !defined(SPECULAR_SCHLICK_GGX)
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float cNdotH = max(dot(N, H), 0.0);
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float cLdotH = max(dot(L, H), 0.0);
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float cLdotH5 = SchlickFresnel(cLdotH);
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#endif
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float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
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@ -1233,7 +1225,6 @@ LIGHT_SHADER_CODE
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float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
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specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
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}
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#endif
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}
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@ -949,6 +949,18 @@ LIGHT_SHADER_CODE
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float NdotV = dot(N, V);
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float cNdotV = max(NdotV, 0.0);
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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vec3 H = normalize(V + L);
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#endif
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#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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float cNdotH = max(dot(N, H), 0.0);
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#endif
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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float cLdotH = max(dot(L, H), 0.0);
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#endif
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if (metallic < 1.0) {
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#if defined(DIFFUSE_OREN_NAYAR)
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vec3 diffuse_brdf_NL;
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@ -983,13 +995,9 @@ LIGHT_SHADER_CODE
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#elif defined(DIFFUSE_BURLEY)
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{
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vec3 H = normalize(V + L);
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float cLdotH = max(0.0, dot(L, H));
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float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness;
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float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV);
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float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL);
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float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
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float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
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float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
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diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
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/*
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float energyBias = mix(roughness, 0.0, 0.5);
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@ -1026,13 +1034,9 @@ LIGHT_SHADER_CODE
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#if defined(SPECULAR_BLINN)
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//normalized blinn
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vec3 H = normalize(V + L);
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float cNdotH = max(dot(N, H), 0.0);
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float cVdotH = max(dot(V, H), 0.0);
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float cLdotH = max(dot(L, H), 0.0);
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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specular_light += light_color * intensity * specular_blob_intensity * attenuation;
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@ -1043,7 +1047,7 @@ LIGHT_SHADER_CODE
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float cRdotV = max(0.0, dot(R, V));
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float phong = pow(cRdotV, shininess);
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phong *= (shininess + 8.0) / (8.0 * 3.141592654);
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phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
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specular_light += light_color * intensity * specular_blob_intensity * attenuation;
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@ -1063,11 +1067,6 @@ LIGHT_SHADER_CODE
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#elif defined(SPECULAR_SCHLICK_GGX)
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// shlick+ggx as default
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vec3 H = normalize(V + L);
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float cNdotH = max(dot(N, H), 0.0);
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float cLdotH = max(dot(L, H), 0.0);
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#if defined(LIGHT_USE_ANISOTROPY)
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float alpha = roughness * roughness;
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@ -1095,13 +1094,8 @@ LIGHT_SHADER_CODE
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#endif
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#if defined(LIGHT_USE_CLEARCOAT)
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if (clearcoat_gloss > 0.0) {
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#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
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vec3 H = normalize(V + L);
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#endif
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#if !defined(SPECULAR_SCHLICK_GGX)
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float cNdotH = max(dot(N, H), 0.0);
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float cLdotH = max(dot(L, H), 0.0);
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float cLdotH5 = SchlickFresnel(cLdotH);
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#endif
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float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
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@ -1111,7 +1105,6 @@ LIGHT_SHADER_CODE
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float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
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specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
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}
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#endif
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}
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