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Seele/res/shaders/lib/BRDF.slang
T
2024-05-01 19:05:48 +02:00

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import Common;
interface IBRDF
{
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
};
struct BlinnPhong : IBRDF
{
float3 baseColor;
float metallic;
float3 normal;
float roughness;
float sheen;
__init()
{
metallic = 0;
normal = float3(0, 0, 1);
roughness = 0.5;
sheen = 1;
}
float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
{
float3 normal_TS = normalize(normal);
float diffuse = max(dot(normal_TS, lightDir_TS), 0);
float3 h = normalize(lightDir_TS + viewDir_TS);
float specular = saturate(dot(normal_TS, h));
return baseColor * (diffuse + specular) * lightColor;
}
};
struct CelShading : IBRDF
{
float3 baseColor;
float3 normal;
__init()
{
normal = float3(0, 0, 1);
}
float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
{
float3 normal_TS = normalize(normal);
float nDotL = dot(normal_TS, lightDir_TS);
float diffuse = max(nDotL, 0);
float3 darkenedBase = baseColor * 0.8;
if(diffuse > 0.5)
{
return baseColor * lightColor;
}
else
{
return darkenedBase * lightColor;
}
}
};