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Seele/res/shaders/lib/LightEnv.slang
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import Common;
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import MaterialParameter;
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interface ILightEnv
{
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float3 illuminate<B:IBRDF>(LightingParameter input, B brdf);
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};
struct DirectionalLight : ILightEnv
{
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float4 color;
float4 direction;
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float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
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{
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float3 dir_WS = -normalize(direction.xyz);
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return brdf.evaluate(params.viewDir_WS, dir_WS, color.xyz);
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}
};
struct PointLight : ILightEnv
{
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float4 position_WS;
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float4 colorRange;
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float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
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{
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float3 lightDir_WS = position_WS.xyz - params.position_WS;
float d = length(lightDir_WS);
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float illuminance = max(1 / (d * d), 0);
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return illuminance * brdf.evaluate(params.viewDir_WS, normalize(lightDir_WS), colorRange.xyz * position_WS.w);
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}
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bool insidePlane(Plane plane, float3 position)
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{
return dot(plane.getNormal(), position) - plane.getDistance() < -colorRange.w;
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}
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bool insideFrustum(Frustum frustum, float3 position, float minDepth, float maxDepth)
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{
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bool result = true;
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if(position.z - colorRange.w > minDepth || position.z + colorRange.w < maxDepth)
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{
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result = false;
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}
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for(int i = 0; i < 4 && result; ++i)
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{
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if(insidePlane(frustum.sides[i], position))
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{
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result = false;
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}
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}
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return result;
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}
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float3 getPosition()
{
return position_WS.xyz;
}
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};
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struct LightEnv
{
StructuredBuffer<DirectionalLight> directionalLights;
uint numDirectionalLights;
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StructuredBuffer<PointLight> pointLights;
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uint numPointLights;
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TextureCube irradianceMap;
SamplerState irradianceSampler;
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TextureCube prefilteredMap;
Texture2D brdfLUT;
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SamplerState lutSampler;
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};
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layout(set=3)
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ParameterBlock<LightEnv> pLightEnv;
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interface IBRDF
{
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
float3 getNormal();
float3 getBaseColor();
float3 evaluateAmbient(float3 viewDir_WS);
float getAlpha();
float3 getEmissive();
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[mutating] void setNormal(float3 n);
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};
struct Phong : IBRDF
{
float3 baseColor;
float alpha;
float3 specular;
float3 normal;
float3 ambient;
float shininess;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
specular = float3(0, 0, 0);
normal = float3(0, 0, 1);
ambient = float3(0, 0, 0);
shininess = 0;
emissive = float3(0, 0, 0);
}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 normal_WS = normal;
float3 nDotL = dot(normal_WS, lightDir_WS);
float3 r = 2 * (nDotL) * normal_WS - lightDir_WS;
float rDotV = dot(r, viewDir_WS);
return lightColor * (baseColor * max(nDotL, 0.0)) + specular * pow(max(rDotV, 0.0), max(shininess, 1));
}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient(float3 viewDir_WS)
{
return ambient;
}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
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[mutating] void setNormal(float3 n) { normal = n; }
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};
struct BlinnPhong : IBRDF
{
float3 baseColor;
float alpha;
float3 specularColor;
float3 normal;
float shininess;
float3 ambient;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
specularColor = float3(0, 0, 0);
normal = float3(0, 0, 1);
shininess = 4;
ambient = float3(0, 0, 0);
emissive = float3(0, 0, 0);
}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 normal_WS = normal;
float diffuse = max(dot(normal_WS, lightDir_WS), 0);
float3 h = normalize(lightDir_WS + viewDir_WS);
float specular = pow(saturate(dot(normal_WS, h)), shininess);
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return (baseColor * diffuse * lightColor) + (specularColor * specular);
}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient(float3 viewDir_WS)
{
return ambient;
}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
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[mutating] void setNormal(float3 n) { normal = n; }
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};
struct CelShading : IBRDF
{
float3 baseColor;
float alpha;
float3 normal;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
normal = float3(0, 0, 1);
emissive = float3(0, 0, 0);
}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 normal_WS = normal;
float nDotL = dot(normal_WS, lightDir_WS);
float diffuse = max(nDotL, 0);
float3 darkenedBase = baseColor * 0.8;
if(diffuse > 0.5)
{
return baseColor * lightColor;
}
else
{
return darkenedBase * lightColor;
}
}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient(float3 viewDir_WS)
{
return float3(0, 0, 0);
}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
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[mutating] void setNormal(float3 n) { normal = n; }
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};
// https://learnopengl.com/PBR/Theory
struct CookTorrance : IBRDF
{
float3 baseColor;
float alpha;
float3 normal;
float roughness;
float metallic;
float ambientOcclusion;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
normal = float3(0, 0, 1);
roughness = 0;
metallic = 0;
ambientOcclusion = 1;
emissive = float3(0, 0, 0);
}
float TrowbridgeReitzGGX(float3 normal, float3 halfway)
{
float a = roughness * roughness;
float a2 = a * a;
float nDotH = max(dot(normal, halfway), 0.0);
float nDotH2 = nDotH * nDotH;
float nom = a2;
float denom = (nDotH * (a2 - 1.0) + 1.0);
return nom / (PI * denom * denom);
}
float SchlickGGX(float nDotV, float k)
{
return nDotV / (nDotV * (1.0 - k) + k);
}
float Smith(float3 normal, float3 view, float3 light)
{
float k = (roughness + 1);
k = (k * k) / 8;
float nDotV = max(dot(normal, view), 0.0);
float nDotL = max(dot(normal, light), 0.0);
float ggx1 = SchlickGGX(nDotV, k);
float ggx2 = SchlickGGX(nDotL, k);
return ggx1 * ggx2;
}
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float3 FresnelSchlickRoughness(float cosTheta, float3 F0, float roughness)
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{
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return F0 + (max(float3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0, 1), 5.0);
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}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
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float3 n = normalize(normal);
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float3 h = normalize(lightDir_WS + viewDir_WS);
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
float NDF = TrowbridgeReitzGGX(n, h);
float G = Smith(n, viewDir_WS, lightDir_WS);
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float3 F = FresnelSchlickRoughness(max(dot(h, viewDir_WS), 0.0), F0, roughness);
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float3 k_s = F;
float3 k_d = float3(1.0) - k_s;
k_d *= 1.0 - metallic;
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float3 num = NDF * G * F;
float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
float3 specular = num / denom;
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float nDotL = max(dot(n, lightDir_WS), 0.0);
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
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return result;
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}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient(float3 viewDir_WS)
{
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
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float3 F = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
float3 k_s = F;
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float3 k_d = 1 - k_s;
k_d *= 1 - metallic;
float3 irradiance = pLightEnv.irradianceMap.SampleLevel(pLightEnv.irradianceSampler, normal, 4).rgb;
float3 diffuse = irradiance * baseColor;
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float3 r = reflect(-viewDir_WS, normal);
const float MAX_REFLECTION_LOD = 4;
float3 prefilteredColor = pLightEnv.prefilteredMap.SampleLevel(pLightEnv.irradianceSampler, r, roughness * MAX_REFLECTION_LOD).xyz;
float2 envBRDF = pLightEnv.brdfLUT.Sample(pLightEnv.lutSampler, float2(max(dot(normal, viewDir_WS), 0), roughness)).rg;
float3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
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return (k_d * diffuse + specular) * ambientOcclusion;
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}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
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[mutating] void setNormal(float3 n) { normal = n; }
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};