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#ifndef __DATA_INC
#define __DATA_INC

#include "globals.cginc"

// From filament: min roughness s.t. MIN_PERCEPTUAL_ROUGHNESS^4 > 0 in target
// precision. Although we use fp32, the higher min roughness gives us a broader
// specular highlight, which is preferable.
#define MIN_PERCEPTUAL_ROUGHNESS 0.045
#define MIN_ROUGHNESS            0.002025

struct Pbr {
  float4 albedo;
  float3 normal;
  float3x3 tbn;
  float smoothness;
  float roughness_perceptual;
  float roughness;
  float metallic;
#if defined(_EMISSIONS) && defined(FORWARD_BASE_PASS)
  float3 emission;
#endif
#if defined(_BENT_NORMALS)
  float3 bent_normal;
#endif
#if defined(_CLEARCOAT)
  float3 cc_normal;
  float cc_roughness;
  float cc_roughness_perceptual;
  float cc_strength;
#endif
};

struct LightCommon {
  float3 V;
  float3 N;
  float NoV;
  float ao;
  float spec_ao;
#if defined(_CLEARCOAT)
  float NoV_cc;
#endif
};

struct LightDirect {
  float3 dir;

  float3 H;
  float NoH;
  float NoL;
#if defined(_CLEARCOAT)
  float NoH_cc;
  float NoL_cc;
#endif
  float LoH;
  float LoV;
  float double_LoV;

  float3 color;
};

struct LightIndirect {
  float3 dir;

  float3 H;
  float NoH;
  float NoL;
  float LoH;
  float LoV;
  float double_LoV;

  float3 specular;
#if defined(_CLEARCOAT)
  float3 specular_cc;
#endif
  float3 diffuse;

  float3 L00;
  float3 L01r;
  float3 L01g;
  float3 L01b;
};

struct LightData {
  LightCommon common;
  LightDirect direct;
  LightIndirect indirect;
};

#endif  // __DATA_INC