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#ifndef __DATA_INC
#define __DATA_INC
#include "glitter.cginc"
#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 geometric_normal;
float3 normal;
float3x3 tbn;
float smoothness;
float roughness_perceptual;
float roughness;
float metallic;
#if (defined(_EMISSIONS) || defined(_LETTER_GRID)) && 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;
#if defined(_SHADOWS) || defined(_SSFD)
float3 diffuse_dominant_dir;
#endif
float3 L00;
float3 L01r;
float3 L01g;
float3 L01b;
};
struct LightData {
LightCommon common;
LightDirect direct;
LightIndirect indirect;
#if defined(_GLITTER)
LightGlitter glitter;
#endif
};
struct BrdfData {
float direct_d;
float3 direct_f;
float direct_g;
#if defined(_CLEARCOAT)
float direct_d_cc;
float direct_f_cc;
float direct_g_cc;
#endif
float3 ibl_dfg;
#if defined(_CLEARCOAT)
float3 ibl_dfg_cc;
#endif
};
#endif // __DATA_INC
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