Eevee: SSR: Add roughness random rays.

This commit is contained in:
2017-07-19 15:39:37 +02:00
parent 7938848b63
commit b1a8803c24
3 changed files with 37 additions and 15 deletions

View File

@@ -6,11 +6,14 @@ uniform float invSampleCount;
vec2 jitternoise = vec2(0.0);
#ifdef NOISE_SIZE
void setup_noise(void)
{
jitternoise = texture(texJitter, gl_FragCoord.xy / NOISE_SIZE).rg; /* Global variable */
}
#endif
#ifdef HAMMERSLEY_SIZE
vec3 hammersley_3d(float i, float invsamplenbr)
{
vec3 Xi; /* Theta, cos(Phi), sin(Phi) */
@@ -29,6 +32,7 @@ vec3 hammersley_3d(float i)
{
return hammersley_3d(i, invSampleCount);
}
#endif
/* -------------- BSDFS -------------- */
@@ -42,22 +46,26 @@ float pdf_hemisphere()
return 0.5 * M_1_PI;
}
vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B)
vec3 sample_ggx(vec3 rand, float a2, vec3 N, vec3 T, vec3 B)
{
vec3 Xi = hammersley_3d(nsample);
/* Theta is the aperture angle of the cone */
float z = sqrt( (1.0 - Xi.x) / ( 1.0 + a2 * Xi.x - Xi.x ) ); /* cos theta */
float z = sqrt( (1.0 - rand.x) / ( 1.0 + a2 * rand.x - rand.x ) ); /* cos theta */
float r = sqrt( 1.0 - z * z ); /* sin theta */
float x = r * Xi.y;
float y = r * Xi.z;
float x = r * rand.y;
float y = r * rand.z;
/* Microfacet Normal */
vec3 Ht = vec3(x, y, z);
return tangent_to_world(Ht, N, T, B);
}
#ifdef HAMMERSLEY_SIZE
vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B)
{
vec3 Xi = hammersley_3d(nsample);
return sample_ggx(Xi, a2, N, T, B);
}
vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B)
{
vec3 Xi = hammersley_3d(nsample);
@@ -70,4 +78,5 @@ vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B)
vec3 Ht = vec3(x, y, z);
return tangent_to_world(Ht, N, T, B);
}
}
#endif