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BRDF

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Feb 23rd, 2013
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  1. analytic
  2.  
  3. ::begin parameters
  4. color Diffuse 1 0 0
  5. color Specular 1 1 1
  6. float DiffuseScale 0 1 0.5
  7. float SpecularScale 0 1 .028
  8. float Roughness 0.0005 2 0.2
  9. ::end parameters
  10.  
  11. ::begin shader
  12.  
  13. //Chris_F - Cook-Torrance GGX Smith specular, qualitative Oren-Nayar diffuse.
  14.  
  15. vec3 BRDF( vec3 L, vec3 V, vec3 N, vec3 X, vec3 Y )
  16. {
  17.     float PI = 3.14159265358979323846;
  18.     vec3 Kd = Diffuse * DiffuseScale;
  19.     vec3 Ks = Specular * SpecularScale;
  20.  
  21.     vec3 H = normalize(L + V);
  22.     float NdotL = clamp(dot(N, L), 0, 1);
  23.     float NdotV = dot(N, V);
  24.     float NdotH = dot(N, H);
  25.     float LdotH = dot(L, H);
  26.  
  27.     float a_2 = Roughness * Roughness;
  28.     float NdotL_2 = NdotL * NdotL;
  29.     float NdotV_2 = NdotV * NdotV;
  30.     float NdotH_2 = NdotH * NdotH;
  31.     float OneMinusNdotL_2 = 1.0 - NdotL_2;
  32.     float OneMinusNdotV_2 = 1.0 - NdotV_2;
  33.  
  34.     vec3 Fd = 1.0 - Ks;
  35.  
  36.     float gamma = clamp(dot(V - N * NdotV, L - N * NdotL), 0, 1);
  37.     float A = 1.0 - 0.5 * (a_2 / (a_2 + 0.33));
  38.     float B = 0.45 * (a_2 / (a_2 + 0.09));
  39.     float C = sqrt(OneMinusNdotL_2 * OneMinusNdotV_2) / max(NdotL, NdotV);
  40.  
  41.     vec3 Rd = Kd * Fd * (A + B * gamma * C) * NdotL * 1/PI;
  42.  
  43.     float D = NdotH_2 * (a_2 - 1.0) + 1.0;
  44.  
  45.     vec3 Fs = Ks + Fd * pow(1-LdotH, 5);
  46.  
  47.     float G1_1 = 1.0 + sqrt(1.0 + a_2 * (OneMinusNdotL_2 / NdotL_2));
  48.     float G1_2 = 1.0 + sqrt(1.0 + a_2 * (OneMinusNdotV_2 / NdotV_2));
  49.     float G = G1_1 * G1_2;
  50.  
  51.     vec3 Rs = (a_2 * Fs) / (D * D * G * NdotV * PI);
  52.  
  53.     float inv = NdotL > 0 ? 1/NdotL : 0;
  54.    
  55.     vec3 final = vec3(Rd + Rs);
  56.     return final * inv;
  57. }
  58.  
  59. ::end shader
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