Cesium-Examples/libs/three/examples/jsm/nodes/functions/BSDF/DFGApprox.js
2025-03-19 11:00:22 +08:00

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JavaScript

import { transformedNormalView } from '../../accessors/NormalNode.js';
import { positionViewDirection } from '../../accessors/PositionNode.js';
import { tslFn, vec2, vec4 } from '../../shadernode/ShaderNode.js';
// Analytical approximation of the DFG LUT, one half of the
// split-sum approximation used in indirect specular lighting.
// via 'environmentBRDF' from "Physically Based Shading on Mobile"
// https://www.unrealengine.com/blog/physically-based-shading-on-mobile
const DFGApprox = tslFn( ( inputs ) => {
const { roughness } = inputs;
const dotNV = inputs.dotNV || transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
const c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
const c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
const r = roughness.mul( c0 ).add( c1 );
const a004 = r.x.mul( r.x ).min( dotNV.mul( - 9.28 ).exp2() ).mul( r.x ).add( r.y );
const fab = vec2( - 1.04, 1.04 ).mul( a004 ).add( r.zw );
return fab;
} );
export default DFGApprox;