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Gregtech-New-Bastards/.minecraft/shaderpacks/ComplementaryShaders_v4.6/shaders/lib/lighting/ggx.glsl
2025-09-28 22:53:13 +02:00

161 lines
5.9 KiB
GLSL

//GGX area light approximation from Horizon Zero Dawn
float GetNoHSquared(float radiusTan, float NoL, float NoV, float VoL) {
float radiusCos = 1.0 / sqrt(1.0 + radiusTan * radiusTan);
float RoL = 2.0 * NoL * NoV - VoL;
if (RoL >= radiusCos)
return 1.0;
float rOverLengthT = radiusCos * radiusTan / sqrt(1.0 - RoL * RoL);
float NoTr = rOverLengthT * (NoV - RoL * NoL);
float VoTr = rOverLengthT * (2.0 * NoV * NoV - 1.0 - RoL * VoL);
float triple = sqrt(clamp(1.0 - NoL * NoL - NoV * NoV - VoL * VoL + 2.0 * NoL * NoV * VoL, 0.0, 1.0));
float NoBr = rOverLengthT * triple, VoBr = rOverLengthT * (2.0 * triple * NoV);
float NoLVTr = NoL * radiusCos + NoV + NoTr, VoLVTr = VoL * radiusCos + 1.0 + VoTr;
float p = NoBr * VoLVTr, q = NoLVTr * VoLVTr, s = VoBr * NoLVTr;
float xNum = q * (-0.5 * p + 0.25 * VoBr * NoLVTr);
float xDenom = p * p + s * ((s - 2.0 * p)) + NoLVTr * ((NoL * radiusCos + NoV) * VoLVTr * VoLVTr +
q * (-0.5 * (VoLVTr + VoL * radiusCos) - 0.5));
float twoX1 = 2.0 * xNum / (xDenom * xDenom + xNum * xNum);
float sinTheta = twoX1 * xDenom;
float cosTheta = 1.0 - twoX1 * xNum;
NoTr = cosTheta * NoTr + sinTheta * NoBr;
VoTr = cosTheta * VoTr + sinTheta * VoBr;
float newNoL = NoL * radiusCos + NoTr;
float newVoL = VoL * radiusCos + VoTr;
float NoH = NoV + newNoL;
float HoH = 2.0 * newVoL + 2.0;
return clamp(NoH * NoH / HoH, 0.0, 1.0);
}
float SchlickGGX(float NoL, float NoV, float roughness) {
float k = roughness * 0.5;
float smithL = 0.5 / (NoL * (1.0 - k) + k);
float smithV = 0.5 / (NoV * (1.0 - k) + k);
return smithL * smithV;
}
float GGX(vec3 normal, vec3 viewPos, vec3 lightVec, float smoothness, float f0, float sunSize) {
float roughness = 1.0 - smoothness;
if (roughness < 0.05) roughness = 0.05;
float roughnessP = roughness;
roughness *= roughness; roughness *= roughness;
vec3 halfVec = normalize(lightVec - viewPos);
float dotLH = clamp(dot(halfVec, lightVec), 0.0, 1.0);
float dotNL = clamp(dot(normal, lightVec), 0.0, 1.0);
float dotNV = dot(normal, -viewPos);
float dotNH = GetNoHSquared(sunSize, dotNL, dotNV, dot(-viewPos, lightVec));
float denom = dotNH * roughness - dotNH + 1.0;
float D = roughness / (3.141592653589793 * denom * denom);
float F = exp2((-5.55473 * dotLH - 6.98316) * dotLH) * (1.0 - f0) + f0;
float k2 = roughness * 0.5;
float specular = max(dotNL * dotNL * D * F / (dotLH * dotLH * (1.0 - k2) + k2), 0.0);
specular = max(specular, 0.0);
specular = specular / (0.125 * specular + 1.0);
float schlick = SchlickGGX(dotNL, dotNV, roughness);
schlick = pow(schlick * 0.5, roughnessP);
specular *= clamp(schlick, 0.0, 1.25);
if (sunVisibility == 0.0) specular *= float(moonPhase == 0) * 0.35 + 0.65 - float(moonPhase == 4) * 0.65;
else specular *= 1.5;
return specular * (1.0 - isEyeInWater*0.75);
}
float stylisedGGX(vec3 normal, vec3 oldNormal, vec3 nViewPos, vec3 lightVec, float f0) {
vec3 halfVec = normalize(lightVec - nViewPos);
float dotLH = clamp(dot(halfVec, lightVec), 0.0, 1.0);
float dotOldL = clamp(dot(oldNormal, lightVec), 0.0, 1.0);
float dotNmOL = clamp(dot(normal - oldNormal, lightVec), 0.0, 1.0);
float sunSize = 0.037;
float dotNH = GetNoHSquared(sunSize, dotOldL, dot(oldNormal, -nViewPos), dot(-nViewPos, lightVec));
dotOldL *= dotOldL;
float roughness = 0.05;
float denom = dotNH * roughness - dotNH + 1.0;
float D = roughness / (3.141592653589793 * denom * denom);
float F = exp2((-5.55473 * dotLH - 6.98316) * dotLH) * (1.0 - f0) + f0;
float k2 = roughness * 0.25;
float specular = max(dotOldL * D * F / (dotLH * dotLH * (1.0 - k2) + k2), 0.0);
specular = max(specular, 0.0);
specular = specular / (0.125 * specular + 1.0);
dotNmOL *= dotNH * dotNH;
dotNmOL *= dotNmOL * 350.0 * SUN_MOON_WATER_REF;
dotNmOL *= dotNmOL;
dotNmOL = max(dotNmOL * 0.25, sunVisibility * pow2(dotNmOL * dotNmOL));
specular *= 0.075 + 9.0 * min(dotNmOL * 6.0, 50.0);
specular *= 0.4 + 1.71 * dotOldL;
if (sunVisibility == 0.0) {
specular *= 0.25 * MOON_WATER_REF;
specular *= float(moonPhase == 0) * 0.35 + 0.65 - float(moonPhase == 4) * 0.65;
}
return max(specular * (1.0 - isEyeInWater*0.75), 0.0);
}
vec3 GetMetalCol(float f0) {
int metalidx = int(f0 * 255.0);
if (metalidx == 230) return vec3(0.24867, 0.22965, 0.21366);
if (metalidx == 231) return vec3(0.88140, 0.57256, 0.11450);
if (metalidx == 232) return vec3(0.81715, 0.82021, 0.83177);
if (metalidx == 233) return vec3(0.27446, 0.27330, 0.27357);
if (metalidx == 234) return vec3(0.84430, 0.48677, 0.22164);
if (metalidx == 235) return vec3(0.36501, 0.35675, 0.37653);
if (metalidx == 236) return vec3(0.42648, 0.37772, 0.31138);
if (metalidx == 237) return vec3(0.91830, 0.89219, 0.83662);
return vec3(1.0);
}
vec3 GetSpecularHighlight(float smoothness, float metalness, float f0, vec3 specularColor,
vec3 rawAlbedo, vec3 shadow, vec3 normal, vec3 viewPos) {
if (dot(shadow, shadow) < 0.001) return vec3(0.0);
#ifdef END
smoothness *= 0.0;
#endif
float specular = GGX(normal, normalize(viewPos), lightVec, smoothness, f0,
0.01 * sunVisibility + 0.06);
specular *= sqrt1inv(rainStrengthS);
#ifdef SHADOWS
specular *= shadowFade;
#endif
specularColor = pow(specularColor, vec3(1.0 - 0.5 * metalness));
#ifdef COMPBR
specularColor *= pow(rawAlbedo, vec3(metalness * 0.8));
#else
#if RP_SUPPORT == 3
if (metalness > 0.5) {
if (f0 < 1.0) specularColor *= GetMetalCol(f0);
else specularColor *= rawAlbedo;
}
#else
specularColor *= pow(rawAlbedo, vec3(metalness));
#endif
#endif
return specular * specularColor * shadow;
}