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Shaders: Remove outdated code in Physical Material fragment shader #22234

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Aug 2, 2021
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Original file line number Diff line number Diff line change
Expand Up @@ -2,102 +2,59 @@ export default /* glsl */`
#if defined( USE_ENVMAP )

#ifdef ENVMAP_MODE_REFRACTION
uniform float refractionRatio;
#endif

vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {

vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );

#ifdef ENVMAP_TYPE_CUBE

vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );

// TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level
// of a specular cubemap, or just the default level of a specially created irradiance cubemap.

#ifdef TEXTURE_LOD_EXT

vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );

#else
uniform float refractionRatio;

// force the bias high to get the last LOD level as it is the most blurred.
vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );
#endif

#endif
vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {

envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
#if defined( ENVMAP_TYPE_CUBE_UV )

#elif defined( ENVMAP_TYPE_CUBE_UV )
vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );

vec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );

return PI * envMapColor.rgb * envMapIntensity;

#else

vec4 envMapColor = vec4( 0.0 );
return vec3( 0.0 );

#endif

return PI * envMapColor.rgb * envMapIntensity;

}

// Trowbridge-Reitz distribution to Mip level, following the logic of http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html
float getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {

float maxMIPLevelScalar = float( maxMIPLevel );

float sigma = PI * roughness * roughness / ( 1.0 + roughness );
float desiredMIPLevel = maxMIPLevelScalar + log2( sigma );

// clamp to allowable LOD ranges.
return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );

}

vec3 getLightProbeIndirectRadiance( /*const in SpecularLightProbe specularLightProbe,*/ const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {

#ifdef ENVMAP_MODE_REFLECTION

vec3 reflectVec = reflect( -viewDir, normal );

// Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );

#else

vec3 reflectVec = refract( -viewDir, normal, refractionRatio );
vec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {

#endif

reflectVec = inverseTransformDirection( reflectVec, viewMatrix );

float specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );
#if defined( ENVMAP_TYPE_CUBE_UV )

#ifdef ENVMAP_TYPE_CUBE
vec3 reflectVec;

vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );
#ifdef ENVMAP_MODE_REFLECTION

#ifdef TEXTURE_LOD_EXT
reflectVec = reflect( - viewDir, normal );

vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );
// Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );

#else

vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );
reflectVec = refract( - viewDir, normal, refractionRatio );

#endif

envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;

#elif defined( ENVMAP_TYPE_CUBE_UV )
reflectVec = inverseTransformDirection( reflectVec, viewMatrix );

vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );

#endif
return envMapColor.rgb * envMapIntensity;

return envMapColor.rgb * envMapIntensity;
#else

return vec3( 0.0 );

#endif

}

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