/* * Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ struct GltfShadeMaterial { vec4 pbrBaseColorFactor; vec3 emissiveFactor; int pbrBaseColorTexture; }; #ifndef __cplusplus struct PrimMeshInfo { uint indexOffset; uint vertexOffset; int materialIndex; }; struct SceneDesc { uint64_t vertexAddress; uint64_t normalAddress; uint64_t uvAddress; uint64_t indexAddress; uint64_t materialAddress; uint64_t matrixAddress; uint64_t rtPrimAddress; }; vec3 computeDiffuse(GltfShadeMaterial mat, vec3 lightDir, vec3 normal) { // Lambertian float dotNL = max(dot(normal, lightDir), 0.0); return mat.pbrBaseColorFactor.xyz * dotNL; } vec3 computeSpecular(GltfShadeMaterial mat, vec3 viewDir, vec3 lightDir, vec3 normal) { // Compute specular only if not in shadow const float kPi = 3.14159265; const float kShininess = 60.0; // Specular const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi); vec3 V = normalize(-viewDir); vec3 R = reflect(-lightDir, normal); float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess); return vec3(specular); } #endif