More tangent changes
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+21
-21
@@ -2,7 +2,7 @@ import Common;
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interface IBRDF
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{
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float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor);
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float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
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float3 evaluateAmbient();
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float getAlpha();
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float3 getTangentNormal();
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@@ -27,12 +27,12 @@ struct Phong : IBRDF
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shininess = 0;
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}
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float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 normal_TS = normal;
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float3 nDotL = dot(normal_TS, lightDir_TS);
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float3 r = 2 * (nDotL) * normal_TS - lightDir_TS;
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float rDotV = dot(r, viewDir_TS);
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float3 normal_WS = normalize(mul(tangentToWorld, normal));
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float3 nDotL = dot(normal_WS, lightDir_WS);
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float3 r = 2 * (nDotL) * normal_WS - lightDir_WS;
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float rDotV = dot(r, viewDir_WS);
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return lightColor * (baseColor * max(nDotL, 0.0));// + specular * pow(max(rDotV, 0.0), max(shininess, 1)));
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}
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@@ -70,12 +70,12 @@ struct BlinnPhong : IBRDF
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ambient = float3(0, 0, 0);
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}
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float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 normal_TS = normalize(normal);
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float diffuse = max(dot(normal_TS, lightDir_TS), 0);
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float specular = pow(saturate(dot(normal_TS, h)), shininess);
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float3 normal_WS = normalize(mul(tangentToWorld, normal));
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float diffuse = max(dot(normal_WS, lightDir_WS), 0);
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float3 h = normalize(lightDir_WS + viewDir_WS);
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float specular = pow(saturate(dot(normal_WS, h)), shininess);
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return (baseColor * diffuse * lightColor) + (specularColor * specular);
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}
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@@ -107,10 +107,10 @@ struct CelShading : IBRDF
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normal = float3(0, 0, 1);
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}
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float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 normal_TS = normalize(normal);
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float nDotL = dot(normal_TS, lightDir_TS);
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float3 normal_WS = normalize(mul(tangentToWorld, normal));
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float nDotL = dot(normal_WS, lightDir_WS);
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float diffuse = max(nDotL, 0);
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float3 darkenedBase = baseColor * 0.8;
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@@ -189,21 +189,21 @@ struct CookTorrance : IBRDF
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 n = normal;//normalize(mul(tbn, normal));
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float3 n = normalize(mul(tangentToWorld, normal));
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float3 h = normalize(lightDir_WS + viewDir_WS);
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float3 F0 = float3(0.04);
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F0 = lerp(F0, baseColor, metallic);
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float3 F = FresnelSchlick(max(dot(h, viewDir_TS), 0.0), F0);
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float3 F = FresnelSchlick(max(dot(h, viewDir_WS), 0.0), F0);
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float NDF = TrowbridgeReitzGGX(n, h);
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float G = Smith(n, viewDir_TS, lightDir_TS);
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float G = Smith(n, viewDir_WS, lightDir_WS);
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float3 num = NDF * G * F;
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float denom = 4.0 * max(dot(n, viewDir_TS), 0.0) * max(dot(n, lightDir_TS), 0.0) + 0.000001;
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float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
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float3 specular = num / denom;
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float3 k_s = F;
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@@ -211,7 +211,7 @@ struct CookTorrance : IBRDF
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k_d *= 1.0 - metallic;
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float nDotL = max(dot(n, lightDir_TS), 0.0);
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float nDotL = max(dot(n, lightDir_WS), 0.0);
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float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
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return result * ambientOcclusion;
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