Cesium-Examples/libs/three/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js

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JavaScript
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2025-03-11 08:25:45 +00:00
import F_Schlick from './F_Schlick.js';
import V_GGX_SmithCorrelated from './V_GGX_SmithCorrelated.js';
import D_GGX from './D_GGX.js';
import { transformedNormalView } from '../../accessors/NormalNode.js';
import { positionViewDirection } from '../../accessors/PositionNode.js';
import { iridescence } from '../../core/PropertyNode.js';
import { tslFn } from '../../shadernode/ShaderNode.js';
// GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
const BRDF_GGX = tslFn( ( inputs ) => {
const { lightDirection, f0, f90, roughness, iridescenceFresnel } = inputs;
const normalView = inputs.normalView || transformedNormalView;
const alpha = roughness.pow2(); // UE4's roughness
const halfDir = lightDirection.add( positionViewDirection ).normalize();
const dotNL = normalView.dot( lightDirection ).clamp();
const dotNV = normalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
const dotNH = normalView.dot( halfDir ).clamp();
const dotVH = positionViewDirection.dot( halfDir ).clamp();
let F = F_Schlick( { f0, f90, dotVH } );
if ( iridescenceFresnel ) {
F = iridescence.mix( F, iridescenceFresnel );
}
const V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } );
const D = D_GGX( { alpha, dotNH } );
return F.mul( V ).mul( D );
} ); // validated
export default BRDF_GGX;