Avoid some unnecessary calculations in scene.glsl.

This commit is contained in:
Ferenc Arn 2018-10-02 14:07:16 -04:00 committed by tagcup
parent 45842c0ea9
commit 35ea827e83
2 changed files with 51 additions and 67 deletions

View file

@ -949,6 +949,18 @@ LIGHT_SHADER_CODE
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
vec3 H = normalize(V + L);
#endif
#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
float cNdotH = max(dot(N, H), 0.0);
#endif
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
float cLdotH = max(dot(L, H), 0.0);
#endif
if (metallic < 1.0) {
#if defined(DIFFUSE_OREN_NAYAR)
vec3 diffuse_brdf_NL;
@ -983,13 +995,9 @@ LIGHT_SHADER_CODE
#elif defined(DIFFUSE_BURLEY)
{
vec3 H = normalize(V + L);
float cLdotH = max(0.0, dot(L, H));
float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness;
float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV);
float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL);
float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
/*
float energyBias = mix(roughness, 0.0, 0.5);
@ -1026,13 +1034,9 @@ LIGHT_SHADER_CODE
#if defined(SPECULAR_BLINN)
//normalized blinn
vec3 H = normalize(V + L);
float cNdotH = max(dot(N, H), 0.0);
float cVdotH = max(dot(V, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float blinn = pow(cNdotH, shininess);
blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
@ -1043,7 +1047,7 @@ LIGHT_SHADER_CODE
float cRdotV = max(0.0, dot(R, V));
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
phong *= (shininess + 8.0) / (8.0 * 3.141592654);
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
@ -1063,11 +1067,6 @@ LIGHT_SHADER_CODE
#elif defined(SPECULAR_SCHLICK_GGX)
// shlick+ggx as default
vec3 H = normalize(V + L);
float cNdotH = max(dot(N, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
#if defined(LIGHT_USE_ANISOTROPY)
float alpha = roughness * roughness;
@ -1095,23 +1094,17 @@ LIGHT_SHADER_CODE
#endif
#if defined(LIGHT_USE_CLEARCOAT)
if (clearcoat_gloss > 0.0) {
#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
vec3 H = normalize(V + L);
#endif
#if !defined(SPECULAR_SCHLICK_GGX)
float cNdotH = max(dot(N, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
float cLdotH5 = SchlickFresnel(cLdotH);
float cLdotH5 = SchlickFresnel(cLdotH);
#endif
float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
float Fr = mix(.04, 1.0, cLdotH5);
float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
float Fr = mix(.04, 1.0, cLdotH5);
float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
}
specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
#endif
}