ray_tracing_gltf: Match samplingHemisphere to Ray Tracing Gems implementation and avoid generating directions perpendicular to +z; adjust comments on Lambertian PDF and match docs.
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3 changed files with 20 additions and 14 deletions
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@ -110,12 +110,11 @@ void main()
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vec3 rayOrigin = world_position;
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vec3 rayDirection = samplingHemisphere(prd.seed, tangent, bitangent, world_normal);
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// Compute the BRDF for this ray (assuming Lambertian reflection)
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float cos_theta = dot(rayDirection, world_normal);
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// Probability of the newRay (cosine distributed)
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const float cos_theta = dot(rayDirection, world_normal);
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// Probability density function of samplingHemisphere choosing this rayDirection
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const float p = cos_theta / M_PI;
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// Compute the BRDF for this ray (assuming Lambertian reflection)
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vec3 albedo = mat.pbrBaseColorFactor.xyz;
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if(mat.pbrBaseColorTexture > -1)
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{
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