292 lines
6.5 KiB
Plaintext
292 lines
6.5 KiB
Plaintext
import Common;
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interface IBRDF
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{
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
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[mutating] void transformNormal(float3x3 tangentToWorld);
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float3 getNormal();
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float3 getBaseColor();
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float3 evaluateAmbient();
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float getAlpha();
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float3 getEmissive();
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};
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struct Phong : IBRDF
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{
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float3 baseColor;
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float alpha;
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float3 specular;
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float3 normal;
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float3 ambient;
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float shininess;
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float3 emissive;
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__init()
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{
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baseColor = float3(0, 0, 0);
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alpha = 1;
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specular = float3(0, 0, 0);
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normal = float3(0, 0, 1);
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ambient = float3(0, 0, 0);
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shininess = 0;
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emissive = float3(0, 0, 0);
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}
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 normal_WS = 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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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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}
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float3 getNormal()
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{
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return normal;
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}
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float3 getBaseColor()
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{
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return baseColor;
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}
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float3 evaluateAmbient()
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{
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return ambient;
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}
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float getAlpha()
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{
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return alpha;
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}
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float3 getEmissive()
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{
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return emissive;
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}
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};
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struct BlinnPhong : IBRDF
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{
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float3 baseColor;
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float alpha;
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float3 specularColor;
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float3 normal;
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float shininess;
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float3 ambient;
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float3 emissive;
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__init()
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{
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baseColor = float3(0, 0, 0);
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alpha = 1;
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specularColor = float3(0, 0, 0);
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normal = float3(0, 0, 1);
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shininess = 4;
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ambient = float3(0, 0, 0);
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emissive = float3(0, 0, 0);
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}
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 normal_WS = 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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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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}
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float3 getNormal()
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{
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return normal;
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}
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float3 getBaseColor()
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{
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return baseColor;
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}
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float3 evaluateAmbient()
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{
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return ambient;
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}
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float getAlpha()
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{
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return alpha;
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}
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float3 getEmissive()
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{
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return emissive;
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}
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};
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struct CelShading : IBRDF
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{
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float3 baseColor;
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float alpha;
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float3 normal;
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float3 emissive;
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__init()
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{
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baseColor = float3(0, 0, 0);
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alpha = 1;
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normal = float3(0, 0, 1);
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emissive = float3(0, 0, 0);
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}
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 normal_WS = 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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if(diffuse > 0.5)
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{
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return baseColor * lightColor;
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}
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else
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{
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return darkenedBase * lightColor;
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}
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}
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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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}
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float3 getNormal()
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{
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return normal;
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}
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float3 getBaseColor()
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{
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return baseColor;
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}
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float3 evaluateAmbient()
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{
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return float3(0, 0, 0);
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}
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float getAlpha()
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{
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return alpha;
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}
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float3 getEmissive()
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{
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return emissive;
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}
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};
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// https://learnopengl.com/PBR/Theory
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struct CookTorrance : IBRDF
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{
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float3 baseColor;
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float alpha;
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float3 normal;
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float roughness;
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float metallic;
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float ambientOcclusion;
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float3 emissive;
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__init()
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{
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baseColor = float3(0, 0, 0);
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alpha = 1;
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normal = float3(0, 0, 1);
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roughness = 0;
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metallic = 0;
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ambientOcclusion = 1;
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emissive = float3(0, 0, 0);
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}
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float TrowbridgeReitzGGX(float3 normal, float3 halfway)
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{
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float a_sqr = roughness * roughness;
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float nDotH = max(dot(normal, halfway), 0.0);
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float nDotH_sqr = nDotH * nDotH;
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float denom = (nDotH_sqr * (a_sqr - 1.0) + 1.0);
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return a_sqr / (PI * denom * denom);
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}
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float SchlickGGX(float nDotV, float k)
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{
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return nDotV / (nDotV * (1.0 - k) + k);
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}
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float Smith(float3 normal, float3 view, float3 light)
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{
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float k = (roughness + 1);
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k = (k * k) / 8;
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float nDotV = max(dot(normal, view), 0.0);
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float nDotL = max(dot(normal, light), 0.0);
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float ggx1 = SchlickGGX(nDotV, k);
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float ggx2 = SchlickGGX(nDotL, k);
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return ggx1 * ggx2;
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}
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float3 FresnelSchlick(float cosTheta, float3 F0)
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{
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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_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 n = 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_WS), 0.0), F0);
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float NDF = TrowbridgeReitzGGX(n, h);
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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_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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float3 k_d = float3(1.0) - k_s;
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k_d *= 1.0 - metallic;
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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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}
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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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}
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float3 getNormal()
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{
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return normal;
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}
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float3 getBaseColor()
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{
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return baseColor;
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}
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float3 evaluateAmbient()
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{
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return float3(0.03) * baseColor * ambientOcclusion;
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}
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float getAlpha()
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{
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return alpha;
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}
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float3 getEmissive()
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{
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return emissive;
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}
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};
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