bluenoise-raytracer/ray_tracing_gltf/shaders/gltf.glsl
Mathias Heyer d2ade024c4 Bulk update nvpro-samples 05/17/21
Changing license from BSD-3 to Apache2
2021-05-17 13:10:30 -07:00

57 lines
1.7 KiB
GLSL

/*
* 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;
int pbrBaseColorTexture;
vec3 emissiveFactor;
};
#ifndef __cplusplus
struct PrimMeshInfo
{
uint indexOffset;
uint vertexOffset;
int materialIndex;
};
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