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