@meimu/mutracer 0.1.2 → 0.1.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (125) hide show
  1. package/dist/assets/bvh.worker.js +1 -1
  2. package/dist/mutracer.umd.js +4475 -4337
  3. package/docs/api.md +11 -9
  4. package/docs/threejs.md +30 -4
  5. package/lib/Engine.js +18 -1
  6. package/lib/Engine.js.map +1 -1
  7. package/lib/main.d.ts +1 -1
  8. package/lib/main.js.map +1 -1
  9. package/lib/oidn.d.ts +1 -1
  10. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  11. package/lib/renderer/MaterialTable.d.ts +1 -0
  12. package/lib/renderer/MaterialTable.js +10 -4
  13. package/lib/renderer/MaterialTable.js.map +1 -1
  14. package/lib/renderer/WGPUBloomPass.js +18 -18
  15. package/lib/renderer/WGPUFullQuadPass.js +6 -6
  16. package/lib/renderer/WGPUJNLMDenoiser.js +68 -68
  17. package/lib/renderer/WGPURayTraceOutput.js +16 -14
  18. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  19. package/lib/renderer/WGPURayTracePass.d.ts +2 -0
  20. package/lib/renderer/WGPURayTracePass.js +13 -7
  21. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  22. package/lib/renderer/WGPURenderingPipeline.js +24 -22
  23. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  24. package/lib/renderer/WebGLJNLMDenoiser.js +68 -68
  25. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  26. package/lib/renderer/WebGLRayTracePass.d.ts +1 -0
  27. package/lib/renderer/WebGLRayTracePass.js +7 -1
  28. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  29. package/lib/renderer/envMapCreation.d.ts +5 -1
  30. package/lib/renderer/envMapCreation.js +42 -5
  31. package/lib/renderer/envMapCreation.js.map +1 -1
  32. package/lib/renderer/geometryUpdates.js +1 -1
  33. package/lib/renderer/geometryUpdates.js.map +1 -1
  34. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
  35. package/lib/renderer/glsl/chunks/envMap.glsl.js +69 -57
  36. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
  37. package/lib/renderer/glsl/chunks/intersect.glsl.js +316 -310
  38. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  39. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +153 -121
  40. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  41. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +540 -540
  42. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  43. package/lib/renderer/glsl/chunks/random.glsl.js +4 -4
  44. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +40 -39
  45. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  46. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +71 -71
  47. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +84 -84
  48. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +13 -13
  49. package/lib/renderer/glsl/chunks/sampling.glsl.js +77 -77
  50. package/lib/renderer/glsl/chunks/sobol.glsl.js +65 -65
  51. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  52. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
  53. package/lib/renderer/glsl/depthQuery.frag.js +5 -5
  54. package/lib/renderer/glsl/depthQuery.frag.js.map +1 -1
  55. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +8 -8
  56. package/lib/renderer/glsl/rayTrace.frag.js +165 -165
  57. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  58. package/lib/renderer/glsl/shadowCatcher.frag.js +14 -14
  59. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  60. package/lib/renderer/glsl/webglPipeline.frag.js +56 -56
  61. package/lib/renderer/lightsUtil.js +7 -5
  62. package/lib/renderer/lightsUtil.js.map +1 -1
  63. package/lib/renderer/materialChanges.js +1 -1
  64. package/lib/renderer/materialChanges.js.map +1 -1
  65. package/lib/renderer/materialComparison.generated.js +36 -18
  66. package/lib/renderer/materialComparison.generated.js.map +1 -1
  67. package/lib/renderer/prepareMeshBVH.js +2 -2
  68. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  69. package/lib/renderer/sceneChangeDetector.js +4 -1
  70. package/lib/renderer/sceneChangeDetector.js.map +1 -1
  71. package/lib/renderer/sceneLightChanges.js +3 -2
  72. package/lib/renderer/sceneLightChanges.js.map +1 -1
  73. package/lib/renderer/scratchSampling.js +18 -18
  74. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  75. package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +1 -1
  76. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +39 -31
  77. package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -1
  78. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +475 -469
  79. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  80. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +8 -8
  81. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +95 -61
  82. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  83. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +562 -562
  84. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.d.ts +1 -1
  85. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +117 -120
  86. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js.map +1 -1
  87. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  88. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +25 -22
  89. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  90. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +128 -128
  91. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +143 -143
  92. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +6 -6
  93. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +75 -75
  94. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +3 -3
  95. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +2 -2
  96. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
  97. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +69 -69
  98. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
  99. package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -2
  100. package/lib/renderer/wgsl/compose.frag.wgsl.js +130 -102
  101. package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
  102. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  103. package/lib/renderer/wgsl/depthQuery.wgsl.d.ts +1 -1
  104. package/lib/renderer/wgsl/depthQuery.wgsl.js +5 -5
  105. package/lib/renderer/wgsl/depthQuery.wgsl.js.map +1 -1
  106. package/lib/renderer/wgsl/offlineAdaptive.compute.js +28 -28
  107. package/lib/renderer/wgsl/rayTrace.compute.js +289 -277
  108. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  109. package/lib/scene/EnvironmentLight.d.ts +9 -3
  110. package/lib/scene/EnvironmentLight.js +9 -2
  111. package/lib/scene/EnvironmentLight.js.map +1 -1
  112. package/lib/scene/Scene.d.ts +4 -0
  113. package/lib/scene/Scene.js.map +1 -1
  114. package/lib/scene/SpotLight.d.ts +2 -2
  115. package/lib/scene/SpotLight.js +1 -1
  116. package/lib/scene/SpotLight.js.map +1 -1
  117. package/lib/scene/Texture.d.ts +17 -6
  118. package/lib/scene/Texture.js +13 -4
  119. package/lib/scene/Texture.js.map +1 -1
  120. package/lib/util/fromTHREE.js +151 -29
  121. package/lib/util/fromTHREE.js.map +1 -1
  122. package/lib/version.d.ts +1 -1
  123. package/lib/version.js +1 -1
  124. package/lib/version.js.map +1 -1
  125. package/package.json +5 -4
@@ -77,20 +77,20 @@ float aY(
77
77
  float bu,
78
78
  float specularWeight
79
79
  ) {
80
- float sE = min(
80
+ float sR = min(
81
81
  cV(bu) * specularWeight,
82
82
  0.9999
83
83
  );
84
- float sG = sqrt(sE);
85
- float kV = (1.0 + sG) / (1.0 - sG);
86
- return bu < 1.0 ? 1.0 / kV : kV;
84
+ float sT = sqrt(sR);
85
+ float lh = (1.0 + sT) / (1.0 - sT);
86
+ return bu < 1.0 ? 1.0 / lh : lh;
87
87
  }
88
88
 
89
89
  float af(float cc, float relativeIor) {
90
90
  if (abs(relativeIor - 1.0) < 1e-6) {
91
91
  return 0.0;
92
92
  }
93
- return ct(cc, relativeIor);
93
+ return cu(cc, relativeIor);
94
94
  }
95
95
 
96
96
  float aC(float ior) {
@@ -100,143 +100,143 @@ return 15.0 - ((1.0 / ior - 1.0) / 1.5) * 15.0;
100
100
  return 16.0 + ((ior - 1.0) / 1.5) * 15.0;
101
101
  }
102
102
 
103
- float F(int rX, int row) {
104
- return texelFetch(openPbrEnergyLut, ivec2(rX, row), 0).r;
103
+ float F(int sl, int row) {
104
+ return texelFetch(openPbrEnergyLut, ivec2(sl, row), 0).r;
105
105
  }
106
106
 
107
- float fY(
108
- float dI,
107
+ float gd(
108
+ float dJ,
109
109
  float bR,
110
- float hO
110
+ float hR
111
111
  ) {
112
- float bA = clamp(dI, 0.0, 31.0);
113
- float aG = clamp(bR, 0.0, 31.0);
114
- float bt = clamp(hO, 0.0, 31.0);
115
- int dP = int(floor(bA));
116
- int aM = int(floor(aG));
112
+ float bA = clamp(dJ, 0.0, 31.0);
113
+ float aH = clamp(bR, 0.0, 31.0);
114
+ float bt = clamp(hR, 0.0, 31.0);
115
+ int dQ = int(floor(bA));
116
+ int aN = int(floor(aH));
117
117
  int cI = int(floor(bt));
118
- int hB = min(dP + 1, 31);
119
- int cn = min(aM + 1, 31);
120
- int eO = min(cI + 1, 31);
121
- float cp = bA - float(dP);
122
- float cy = aG - float(aM);
123
- float ku = bt - float(cI);
124
-
125
- float ul = F(cI, dP * 32 + aM);
126
- float um = F(eO, dP * 32 + aM);
127
- float un = F(cI, dP * 32 + cn);
128
- float uo = F(eO, dP * 32 + cn);
129
- float uq = F(cI, hB * 32 + aM);
130
- float ur = F(eO, hB * 32 + aM);
131
- float us = F(cI, hB * 32 + cn);
132
- float ut = F(eO, hB * 32 + cn);
133
- float v00 = mix(ul, uq, cp);
134
- float v01 = mix(um, ur, cp);
135
- float v10 = mix(un, us, cp);
136
- float v11 = mix(uo, ut, cp);
118
+ int hE = min(dQ + 1, 31);
119
+ int cp = min(aN + 1, 31);
120
+ int eR = min(cI + 1, 31);
121
+ float cq = bA - float(dQ);
122
+ float cz = aH - float(aN);
123
+ float kE = bt - float(cI);
124
+
125
+ float uA = F(cI, dQ * 32 + aN);
126
+ float uB = F(eR, dQ * 32 + aN);
127
+ float uC = F(cI, dQ * 32 + cp);
128
+ float uD = F(eR, dQ * 32 + cp);
129
+ float uE = F(cI, hE * 32 + aN);
130
+ float uF = F(eR, hE * 32 + aN);
131
+ float uG = F(cI, hE * 32 + cp);
132
+ float uH = F(eR, hE * 32 + cp);
133
+ float v00 = mix(uA, uE, cq);
134
+ float v01 = mix(uB, uF, cq);
135
+ float v10 = mix(uC, uG, cq);
136
+ float v11 = mix(uD, uH, cq);
137
137
  return mix(
138
- mix(v00, v10, cy),
139
- mix(v01, v11, cy),
140
- ku
141
- );
142
- }
143
-
144
- float gx(float dI, float bR) {
145
- float bA = clamp(dI, 0.0, 31.0);
146
- float aG = clamp(bR, 0.0, 31.0);
147
- int dP = int(floor(bA));
148
- int aM = int(floor(aG));
149
- int hB = min(dP + 1, 31);
150
- int cn = min(aM + 1, 31);
151
- float cp = bA - float(dP);
152
- float cy = aG - float(aM);
153
- float v00 = F(aM, 1024 + dP);
154
- float v01 = F(cn, 1024 + dP);
155
- float v10 = F(aM, 1024 + hB);
156
- float v11 = F(cn, 1024 + hB);
138
+ mix(v00, v10, cz),
139
+ mix(v01, v11, cz),
140
+ kE
141
+ );
142
+ }
143
+
144
+ float gF(float dJ, float bR) {
145
+ float bA = clamp(dJ, 0.0, 31.0);
146
+ float aH = clamp(bR, 0.0, 31.0);
147
+ int dQ = int(floor(bA));
148
+ int aN = int(floor(aH));
149
+ int hE = min(dQ + 1, 31);
150
+ int cp = min(aN + 1, 31);
151
+ float cq = bA - float(dQ);
152
+ float cz = aH - float(aN);
153
+ float v00 = F(aN, 1024 + dQ);
154
+ float v01 = F(cp, 1024 + dQ);
155
+ float v10 = F(aN, 1024 + hE);
156
+ float v11 = F(cp, 1024 + hE);
157
157
  return mix(
158
- mix(v00, v10, cp),
159
- mix(v01, v11, cp),
160
- cy
158
+ mix(v00, v10, cq),
159
+ mix(v01, v11, cq),
160
+ cz
161
161
  );
162
162
  }
163
163
 
164
164
 
165
165
 
166
166
  float ef(
167
- float dI,
167
+ float dJ,
168
168
  float bR,
169
- float hO
169
+ float hR
170
170
  ) {
171
- float bA = clamp(dI, 0.0, 31.0);
172
- float aG = clamp(bR, 0.0, 31.0);
173
- float bt = clamp(hO, 0.0, 31.0);
174
- int dP = int(floor(bA));
175
- int aM = int(floor(aG));
171
+ float bA = clamp(dJ, 0.0, 31.0);
172
+ float aH = clamp(bR, 0.0, 31.0);
173
+ float bt = clamp(hR, 0.0, 31.0);
174
+ int dQ = int(floor(bA));
175
+ int aN = int(floor(aH));
176
176
  int cI = int(floor(bt));
177
- int hB = min(dP + 1, 31);
178
- int cn = min(aM + 1, 31);
179
- int eO = min(cI + 1, 31);
180
- float cp = bA - float(dP);
181
- float cy = aG - float(aM);
182
- float ku = bt - float(cI);
183
-
184
- float ul = F(cI, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dP * 32 + aM);
185
- float um = F(eO, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dP * 32 + aM);
186
- float un = F(cI, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dP * 32 + cn);
187
- float uo = F(eO, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dP * 32 + cn);
188
- float uq = F(cI, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hB * 32 + aM);
189
- float ur = F(eO, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hB * 32 + aM);
190
- float us = F(cI, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hB * 32 + cn);
191
- float ut = F(eO, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hB * 32 + cn);
192
- float v00 = mix(ul, uq, cp);
193
- float v01 = mix(um, ur, cp);
194
- float v10 = mix(un, us, cp);
195
- float v11 = mix(uo, ut, cp);
177
+ int hE = min(dQ + 1, 31);
178
+ int cp = min(aN + 1, 31);
179
+ int eR = min(cI + 1, 31);
180
+ float cq = bA - float(dQ);
181
+ float cz = aH - float(aN);
182
+ float kE = bt - float(cI);
183
+
184
+ float uA = F(cI, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dQ * 32 + aN);
185
+ float uB = F(eR, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dQ * 32 + aN);
186
+ float uC = F(cI, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dQ * 32 + cp);
187
+ float uD = F(eR, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dQ * 32 + cp);
188
+ float uE = F(cI, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hE * 32 + aN);
189
+ float uF = F(eR, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hE * 32 + aN);
190
+ float uG = F(cI, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hE * 32 + cp);
191
+ float uH = F(eR, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hE * 32 + cp);
192
+ float v00 = mix(uA, uE, cq);
193
+ float v01 = mix(uB, uF, cq);
194
+ float v10 = mix(uC, uG, cq);
195
+ float v11 = mix(uD, uH, cq);
196
196
  return mix(
197
- mix(v00, v10, cy),
198
- mix(v01, v11, cy),
199
- ku
200
- );
201
- }
202
-
203
- float ee(float dI, float bR) {
204
- float bA = clamp(dI, 0.0, 31.0);
205
- float aG = clamp(bR, 0.0, 31.0);
206
- int dP = int(floor(bA));
207
- int aM = int(floor(aG));
208
- int hB = min(dP + 1, 31);
209
- int cn = min(aM + 1, 31);
210
- float cp = bA - float(dP);
211
- float cy = aG - float(aM);
212
- float v00 = F(aM, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + dP);
213
- float v01 = F(cn, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + dP);
214
- float v10 = F(aM, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + hB);
215
- float v11 = F(cn, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + hB);
197
+ mix(v00, v10, cz),
198
+ mix(v01, v11, cz),
199
+ kE
200
+ );
201
+ }
202
+
203
+ float ee(float dJ, float bR) {
204
+ float bA = clamp(dJ, 0.0, 31.0);
205
+ float aH = clamp(bR, 0.0, 31.0);
206
+ int dQ = int(floor(bA));
207
+ int aN = int(floor(aH));
208
+ int hE = min(dQ + 1, 31);
209
+ int cp = min(aN + 1, 31);
210
+ float cq = bA - float(dQ);
211
+ float cz = aH - float(aN);
212
+ float v00 = F(aN, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + dQ);
213
+ float v01 = F(cp, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + dQ);
214
+ float v10 = F(aN, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + hE);
215
+ float v11 = F(cp, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + hE);
216
216
  return mix(
217
- mix(v00, v10, cp),
218
- mix(v01, v11, cp),
219
- cy
220
- );
221
- }
222
-
223
- float eF(float dI, float bR) {
224
- float bA = clamp(dI, 0.0, 31.0);
225
- float aG = clamp(bR, 0.0, 31.0);
226
- int dP = int(floor(bA));
227
- int aM = int(floor(aG));
228
- int hB = min(dP + 1, 31);
229
- int cn = min(aM + 1, 31);
230
- float cp = bA - float(dP);
231
- float cy = aG - float(aM);
232
- float v00 = F(aM, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + dP);
233
- float v01 = F(cn, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + dP);
234
- float v10 = F(aM, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + hB);
235
- float v11 = F(cn, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + hB);
217
+ mix(v00, v10, cq),
218
+ mix(v01, v11, cq),
219
+ cz
220
+ );
221
+ }
222
+
223
+ float eG(float dJ, float bR) {
224
+ float bA = clamp(dJ, 0.0, 31.0);
225
+ float aH = clamp(bR, 0.0, 31.0);
226
+ int dQ = int(floor(bA));
227
+ int aN = int(floor(aH));
228
+ int hE = min(dQ + 1, 31);
229
+ int cp = min(aN + 1, 31);
230
+ float cq = bA - float(dQ);
231
+ float cz = aH - float(aN);
232
+ float v00 = F(aN, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + dQ);
233
+ float v01 = F(cp, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + dQ);
234
+ float v10 = F(aN, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + hE);
235
+ float v11 = F(cp, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + hE);
236
236
  return mix(
237
- mix(v00, v10, cp),
238
- mix(v01, v11, cp),
239
- cy
237
+ mix(v00, v10, cq),
238
+ mix(v01, v11, cq),
239
+ cz
240
240
  );
241
241
  }
242
242
 
@@ -247,24 +247,24 @@ float cO(float ior, float alpha) {
247
247
  return ee(aC(ior), sqrt(alpha) * 31.0);
248
248
  }
249
249
  float ch(float ior, float alpha) {
250
- return eF(aC(ior), sqrt(alpha) * 31.0);
250
+ return eG(aC(ior), sqrt(alpha) * 31.0);
251
251
  }
252
252
 
253
253
 
254
254
  float bH(float alpha, float au) {
255
- float ia = clamp(sqrt(alpha) * 31.0, 0.0, 31.0);
255
+ float ie = clamp(sqrt(alpha) * 31.0, 0.0, 31.0);
256
256
  float bt = clamp(au * 31.0, 0.0, 31.0);
257
- int r0 = int(floor(ia));
257
+ int r0 = int(floor(ie));
258
258
  int c0 = int(floor(bt));
259
259
  int r1 = min(r0 + 1, 31);
260
260
  int c1 = min(c0 + 1, 31);
261
261
  return mix(
262
262
  mix(F(c0, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r0), F(c1, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r0), fract(bt)),
263
263
  mix(F(c0, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r1), F(c1, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r1), fract(bt)),
264
- fract(ia));
264
+ fract(ie));
265
265
  }
266
266
 
267
- float cu(float alpha) {
267
+ float cv(float alpha) {
268
268
  float index = clamp(sqrt(alpha) * 31.0, 0.0, 31.0);
269
269
  int i0 = int(floor(index));
270
270
  return mix(F(i0, ${OPENPBR_METAL_ENERGY_LUT_AVERAGE_ROW}),
@@ -273,19 +273,19 @@ F(min(i0 + 1, 31), ${OPENPBR_METAL_ENERGY_LUT_AVERAGE_ROW}), fract(index));
273
273
 
274
274
  float aX(float value, float ior) {
275
275
  if (ior > 2.5 || ior < 0.4) {
276
- float tI = cV(2.5);
277
- float progress = (cV(ior) - tI) / (1.0 - tI);
276
+ float tU = cV(2.5);
277
+ float progress = (cV(ior) - tU) / (1.0 - tU);
278
278
  return (1.0 - progress) * value;
279
279
  }
280
280
  return value;
281
281
  }
282
282
 
283
- float aI(
283
+ float aJ(
284
284
  float ior,
285
285
  float alpha,
286
286
  float au
287
287
  ) {
288
- float value = fY(
288
+ float value = gd(
289
289
  aC(ior),
290
290
  sqrt(alpha) * 31.0,
291
291
  au * 31.0
@@ -293,8 +293,8 @@ au * 31.0
293
293
  return aX(value, ior);
294
294
  }
295
295
 
296
- float cq(float ior, float alpha) {
297
- float value = gx(
296
+ float cr(float ior, float alpha) {
297
+ float value = gF(
298
298
  aC(ior),
299
299
  sqrt(alpha) * 31.0
300
300
  );
@@ -315,8 +315,8 @@ dot(direction, basis.normal)
315
315
  );
316
316
  }
317
317
 
318
- bj fg(
319
- vec3 aU,
318
+ bj fj(
319
+ vec3 aT,
320
320
  vec3 normal,
321
321
  float anisotropy
322
322
  ) {
@@ -324,10 +324,10 @@ bj basis;
324
324
  basis.normal = normal;
325
325
  basis.tangent = vec3(0.0);
326
326
  #ifdef USE_TANGENT
327
- basis.tangent = aU;
327
+ basis.tangent = aT;
328
328
  #endif
329
329
  if (dot(basis.tangent, basis.tangent) < 0.001 || anisotropy <= 0.0) {
330
- aK(normal, basis.tangent, basis.bitangent);
330
+ aL(normal, basis.tangent, basis.bitangent);
331
331
  }
332
332
  else {
333
333
  basis.bitangent = normalize(cross(normal, basis.tangent));
@@ -336,7 +336,7 @@ basis.tangent = normalize(cross(basis.bitangent, normal));
336
336
  return basis;
337
337
  }
338
338
 
339
- float jR(
339
+ float ka(
340
340
  float av,
341
341
  float ak,
342
342
  float L,
@@ -346,7 +346,7 @@ return (av * L - ak * S)
346
346
  / (av * L + ak * S);
347
347
  }
348
348
 
349
- float jQ(
349
+ float jZ(
350
350
  float av,
351
351
  float ak,
352
352
  float L,
@@ -356,7 +356,7 @@ return (ak * L - av * S)
356
356
  / (av * S + ak * L);
357
357
  }
358
358
 
359
- float gX(
359
+ float hc(
360
360
  float av,
361
361
  float ak,
362
362
  float L,
@@ -366,7 +366,7 @@ return 2.0 * av * L
366
366
  / (av * L + ak * S);
367
367
  }
368
368
 
369
- float gW(
369
+ float hb(
370
370
  float av,
371
371
  float ak,
372
372
  float L,
@@ -376,7 +376,7 @@ return 2.0 * av * L
376
376
  / (av * S + ak * L);
377
377
  }
378
378
 
379
- vec2 aV(vec2 a, vec2 b) {
379
+ vec2 aU(vec2 a, vec2 b) {
380
380
  return vec2(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
381
381
  }
382
382
 
@@ -388,32 +388,32 @@ return vec2(
388
388
  );
389
389
  }
390
390
 
391
- vec2 hU(vec2 value) {
392
- float ns = length(value);
393
- float sC = sqrt(max(0.0, 0.5 * (ns + value.x)));
394
- float fc = sqrt(max(0.0, 0.5 * (ns - value.x)));
395
- return vec2(sC, value.y >= 0.0 ? fc : -fc);
391
+ vec2 hX(vec2 value) {
392
+ float nK = length(value);
393
+ float sP = sqrt(max(0.0, 0.5 * (nK + value.x)));
394
+ float ff = sqrt(max(0.0, 0.5 * (nK - value.x)));
395
+ return vec2(sP, value.y >= 0.0 ? ff : -ff);
396
396
  }
397
397
 
398
398
  vec2 bX(
399
399
  float L,
400
400
  float av,
401
401
  vec2 ak,
402
- bool qu
402
+ bool qG
403
403
  ) {
404
- float ob = sqrt(max(0.0, 1.0 - L * L));
405
- vec2 sj = aZ(vec2(av, 0.0), ak);
406
- vec2 hw = sj * ob;
407
- vec2 S = hU(
408
- vec2(1.0, 0.0) - aV(hw, hw)
404
+ float os = sqrt(max(0.0, 1.0 - L * L));
405
+ vec2 sA = aZ(vec2(av, 0.0), ak);
406
+ vec2 hA = sA * os;
407
+ vec2 S = hX(
408
+ vec2(1.0, 0.0) - aU(hA, hA)
409
409
  );
410
- if (aV(ak, S).y < 0.0) {
410
+ if (aU(ak, S).y < 0.0) {
411
411
  S = -S;
412
412
  }
413
413
 
414
- vec2 fH = vec2(av * L, 0.0);
415
- vec2 eA = aV(ak, S);
416
- if (qu) {
414
+ vec2 fK = vec2(av * L, 0.0);
415
+ vec2 eB = aU(ak, S);
416
+ if (qG) {
417
417
  vec2 ci = ak * L;
418
418
  vec2 ce = S * av;
419
419
  return aZ(
@@ -422,224 +422,224 @@ ci + ce
422
422
  );
423
423
  }
424
424
  return aZ(
425
- fH - eA,
426
- fH + eA
425
+ fK - eB,
426
+ fK + eB
427
427
  );
428
428
  }
429
429
 
430
430
  float eq(
431
- float iD,
432
- float gG,
433
- float ov,
434
- float mA,
435
- vec2 jW,
431
+ float iH,
432
+ float gM,
433
+ float oH,
434
+ float mN,
435
+ vec2 kf,
436
436
  float phase
437
437
  ) {
438
- vec2 mX = vec2(cos(phase), sin(phase));
439
- vec2 hX = aV(jW, mX);
440
- vec2 kC = hX * (gG * mA);
441
- vec2 ap = vec2(1.0, 0.0) - hX * ov;
442
- vec2 hv = vec2(iD, 0.0)
443
- + aZ(kC, ap);
444
- return dot(hv, hv);
438
+ vec2 nr = vec2(cos(phase), sin(phase));
439
+ vec2 ia = aU(kf, nr);
440
+ vec2 kO = ia * (gM * mN);
441
+ vec2 ap = vec2(1.0, 0.0) - ia * oH;
442
+ vec2 hz = vec2(iH, 0.0)
443
+ + aZ(kO, ap);
444
+ return dot(hz, hz);
445
445
  }
446
446
 
447
447
  float ar(
448
448
  float L,
449
449
  float wavelength,
450
- float cm,
451
- float aL,
450
+ float cn,
451
+ float aM,
452
452
  float ck,
453
453
  vec2 eu
454
454
  ) {
455
455
  L = clamp(abs(L), 1e-5, 1.0);
456
- float hq = pow(aL / ck, 2.0)
456
+ float hu = pow(aM / ck, 2.0)
457
457
  * (1.0 - L * L);
458
- if (hq >= 1.0) {
458
+ if (hu >= 1.0) {
459
459
  return 1.0;
460
460
  }
461
- float cU = sqrt(1.0 - hq);
462
- float kP = jR(
463
- aL, ck, L, cU
461
+ float cU = sqrt(1.0 - hu);
462
+ float lb = ka(
463
+ aM, ck, L, cU
464
464
  );
465
- float kO = jQ(
466
- aL, ck, L, cU
465
+ float la = jZ(
466
+ aM, ck, L, cU
467
467
  );
468
- float jd = gX(
469
- aL, ck, L, cU
468
+ float jj = hc(
469
+ aM, ck, L, cU
470
470
  );
471
- float jc = gW(
472
- aL, ck, L, cU
471
+ float ji = hb(
472
+ aM, ck, L, cU
473
473
  );
474
- float gj = ck * cU
475
- / max(aL * L, 1e-9);
476
- vec2 sP = bX(
474
+ float gq = ck * cU
475
+ / max(aM * L, 1e-9);
476
+ vec2 tb = bX(
477
477
  cU, ck, eu, false
478
478
  );
479
- vec2 sO = bX(
479
+ vec2 ta = bX(
480
480
  cU, ck, eu, true
481
481
  );
482
- float phase = 2.0 * PI * (2.0 * ck * cm * cU) / wavelength;
483
- float tu = eq(
484
- kP,
485
- jd,
486
- -kP,
487
- jd * gj,
488
- sP,
482
+ float phase = 2.0 * PI * (2.0 * ck * cn * cU) / wavelength;
483
+ float tJ = eq(
484
+ lb,
485
+ jj,
486
+ -lb,
487
+ jj * gq,
488
+ tb,
489
489
  phase
490
490
  );
491
- float tr = eq(
492
- kO,
493
- jc,
494
- -kO,
495
- jc * gj,
496
- sO,
491
+ float tI = eq(
492
+ la,
493
+ ji,
494
+ -la,
495
+ ji * gq,
496
+ ta,
497
497
  phase
498
498
  );
499
- return clamp(0.5 * (tu + tr), 0.0, 1.0);
499
+ return clamp(0.5 * (tJ + tI), 0.0, 1.0);
500
500
  }
501
501
 
502
- vec3 hD(
502
+ vec3 hG(
503
503
  float L,
504
- float cm,
504
+ float cn,
505
505
  float ck,
506
506
  float eu,
507
- float aL
507
+ float aM
508
508
  ) {
509
509
  return vec3(
510
510
  ar(
511
- L, 620.0, cm, aL, ck, vec2(eu, 0.0)
511
+ L, 620.0, cn, aM, ck, vec2(eu, 0.0)
512
512
  ),
513
513
  ar(
514
- L, 540.0, cm, aL, ck, vec2(eu, 0.0)
514
+ L, 540.0, cn, aM, ck, vec2(eu, 0.0)
515
515
  ),
516
516
  ar(
517
- L, 450.0, cm, aL, ck, vec2(eu, 0.0)
517
+ L, 450.0, cn, aM, ck, vec2(eu, 0.0)
518
518
  )
519
519
  );
520
520
  }
521
521
 
522
522
 
523
523
 
524
- vec3 dT(float au, vec3 f0, vec3 tint) {
525
- vec3 qW = mix(f0, vec3(1.0), aE(au));
526
- if (all(equal(tint, vec3(1.0)))) { return qW; }
527
- float dj = 1.0 / 7.0;
528
- float lW = 1.0 - dj;
529
- vec3 fF = mix(f0, vec3(1.0), aE(dj));
530
- float dg = 1.0 - au;
531
- float qh = au * aE(au) * dg
532
- / (dj * pow(lW, 6.0));
533
- return clamp(qW - qh * (fF - tint * fF), vec3(0.0), vec3(1.0));
524
+ vec3 dU(float au, vec3 f0, vec3 tint) {
525
+ vec3 rk = mix(f0, vec3(1.0), aE(au));
526
+ if (all(equal(tint, vec3(1.0)))) { return rk; }
527
+ float dk = 1.0 / 7.0;
528
+ float ml = 1.0 - dk;
529
+ vec3 fI = mix(f0, vec3(1.0), aE(dk));
530
+ float di = 1.0 - au;
531
+ float qt = au * aE(au) * di
532
+ / (dk * pow(ml, 6.0));
533
+ return clamp(rk - qt * (fI - tint * fI), vec3(0.0), vec3(1.0));
534
534
  }
535
535
 
536
- vec2 cQ(float f0, float tb) {
537
- float dM = clamp(f0, 0.0, 0.99);
538
- float gF = sqrt(dM);
539
- float qt = (1.0 - dM) / (1.0 + dM);
540
- float qr = (1.0 + gF) / max(1.0 - gF, 1e-9);
541
- float ior = mix(qr, qt, clamp(tb, 0.0, 1.0));
542
- float jG = (
543
- (ior + 1.0) * (ior + 1.0) * dM
536
+ vec2 cQ(float f0, float tp) {
537
+ float dN = clamp(f0, 0.0, 0.99);
538
+ float gL = sqrt(dN);
539
+ float qF = (1.0 - dN) / (1.0 + dN);
540
+ float qD = (1.0 + gL) / max(1.0 - gL, 1e-9);
541
+ float ior = mix(qD, qF, clamp(tp, 0.0, 1.0));
542
+ float jO = (
543
+ (ior + 1.0) * (ior + 1.0) * dN
544
544
  - (ior - 1.0) * (ior - 1.0)
545
- ) / max(1.0 - dM, 1e-9);
546
- return vec2(ior, sqrt(max(jG, 0.0)));
545
+ ) / max(1.0 - dN, 1e-9);
546
+ return vec2(ior, sqrt(max(jO, 0.0)));
547
547
  }
548
548
 
549
- vec3 iS(
549
+ vec3 iY(
550
550
  float L,
551
- float cm,
551
+ float cn,
552
552
  float ck,
553
- vec3 qS,
554
- vec3 jN,
555
- float aL
553
+ vec3 rf,
554
+ vec3 jW,
555
+ float aM
556
556
  ) {
557
557
  return vec3(
558
558
  ar(
559
559
  L,
560
560
  620.0,
561
- cm,
562
- aL,
561
+ cn,
562
+ aM,
563
563
  ck,
564
- cQ(qS.r, jN.r)
564
+ cQ(rf.r, jW.r)
565
565
  ),
566
566
  ar(
567
567
  L,
568
568
  540.0,
569
- cm,
570
- aL,
569
+ cn,
570
+ aM,
571
571
  ck,
572
- cQ(qS.g, jN.g)
572
+ cQ(rf.g, jW.g)
573
573
  ),
574
574
  ar(
575
575
  L,
576
576
  450.0,
577
- cm,
578
- aL,
577
+ cn,
578
+ aM,
579
579
  ck,
580
- cQ(qS.b, jN.b)
580
+ cQ(rf.b, jW.b)
581
581
  )
582
582
  );
583
583
  }
584
584
 
585
- float bN(float cm, float weight) {
586
- return clamp(weight, 0.0, 1.0) * smoothstep(1e-9, 30.0, cm);
585
+ float bN(float cn, float weight) {
586
+ return clamp(weight, 0.0, 1.0) * smoothstep(1e-9, 30.0, cn);
587
587
  }
588
588
 
589
589
  vec3 bW(
590
590
  vec3 ei,
591
591
  float L,
592
- float cm,
592
+ float cn,
593
593
  float ck,
594
594
  float eu,
595
595
  float weight,
596
- float aL
596
+ float aM
597
597
  ) {
598
- vec3 pd = hD(
598
+ vec3 pq = hG(
599
599
  L,
600
- cm,
600
+ cn,
601
601
  ck,
602
602
  eu,
603
- aL
603
+ aM
604
604
  );
605
605
  return mix(
606
606
  ei,
607
- pd,
608
- bN(cm, weight)
607
+ pq,
608
+ bN(cn, weight)
609
609
  );
610
610
  }
611
611
 
612
- vec3 lc(
612
+ vec3 lq(
613
613
  vec3 ei,
614
614
  float L,
615
- float cm,
615
+ float cn,
616
616
  float ck,
617
- vec3 qS,
618
- vec3 jN,
617
+ vec3 rf,
618
+ vec3 jW,
619
619
  float weight,
620
- float aL
620
+ float aM
621
621
  ) {
622
- vec3 pd = iS(
622
+ vec3 pq = iY(
623
623
  L,
624
- cm,
624
+ cn,
625
625
  ck,
626
- qS,
627
- jN,
628
- aL
626
+ rf,
627
+ jW,
628
+ aM
629
629
  );
630
630
  return mix(
631
631
  ei,
632
- pd,
633
- bN(cm, weight)
632
+ pq,
633
+ bN(cn, weight)
634
634
  );
635
635
  }
636
636
 
637
- vec3 cD(
637
+ vec3 cE(
638
638
  J material,
639
639
  vec3 color,
640
640
  vec3 viewLocal,
641
641
  vec3 lightLocal,
642
- float fo,
642
+ float ft,
643
643
  out float pdf
644
644
  ) {
645
645
  pdf = 0.0;
@@ -648,47 +648,47 @@ return vec3(0.0);
648
648
  }
649
649
 
650
650
  float roughness = material.diffuseRoughness;
651
- float gQ = 0.5 - 2.0 / (3.0 * PI);
652
- float nU = 2.0 / 3.0 - 28.0 / (15.0 * PI);
653
- float om = lightLocal.z;
654
- float mn = viewLocal.z;
655
- float hM = dot(lightLocal, viewLocal) - om * mn;
656
- float gN = hM > 0.0
657
- ? hM / max(max(om, mn), 1e-7)
658
- : hM;
659
- float ih = 1.0 / (1.0 + gQ * roughness);
660
- vec3 nf = color * INVPI * ih
661
- * (1.0 + roughness * gN);
662
-
663
- float dc = 1.0 - om;
664
- float cP = 1.0 - mn;
665
- float oc = dc * (
666
- 0.0571085289 + dc * (
667
- 0.491881867 + dc * (
668
- -0.332181442 + dc * 0.0714429953
651
+ float gW = 0.5 - 2.0 / (3.0 * PI);
652
+ float oj = 2.0 / 3.0 - 28.0 / (15.0 * PI);
653
+ float oB = lightLocal.z;
654
+ float mB = viewLocal.z;
655
+ float hP = dot(lightLocal, viewLocal) - oB * mB;
656
+ float gT = hP > 0.0
657
+ ? hP / max(max(oB, mB), 1e-7)
658
+ : hP;
659
+ float il = 1.0 / (1.0 + gW * roughness);
660
+ vec3 nA = color * INVPI * il
661
+ * (1.0 + roughness * gT);
662
+
663
+ float dd = 1.0 - oB;
664
+ float cP = 1.0 - mB;
665
+ float ot = dd * (
666
+ 0.0571085289 + dd * (
667
+ 0.491881867 + dd * (
668
+ -0.332181442 + dd * 0.0714429953
669
669
  )
670
670
  )
671
671
  );
672
- float mW = cP * (
672
+ float nq = cP * (
673
673
  0.0571085289 + cP * (
674
674
  0.491881867 + cP * (
675
675
  -0.332181442 + cP * 0.0714429953
676
676
  )
677
677
  )
678
678
  );
679
- float pi = (1.0 + roughness * oc)
680
- / (1.0 + gQ * roughness);
681
- float oq = (1.0 + roughness * mW)
682
- / (1.0 + gQ * roughness);
683
- float fQ = ih * (1.0 + nU * roughness);
684
- vec3 hC = color * color * fQ
685
- / max(vec3(1e-7), vec3(1.0) - color * (1.0 - fQ));
686
- vec3 lp = hC * INVPI
687
- * max(1e-7, 1.0 - oq)
688
- * max(1e-7, 1.0 - pi)
689
- / max(1e-7, 1.0 - fQ);
679
+ float pv = (1.0 + roughness * ot)
680
+ / (1.0 + gW * roughness);
681
+ float oD = (1.0 + roughness * nq)
682
+ / (1.0 + gW * roughness);
683
+ float fU = il * (1.0 + oj * roughness);
684
+ vec3 hF = color * color * fU
685
+ / max(vec3(1e-7), vec3(1.0) - color * (1.0 - fU));
686
+ vec3 lF = hF * INVPI
687
+ * max(1e-7, 1.0 - oD)
688
+ * max(1e-7, 1.0 - pv)
689
+ / max(1e-7, 1.0 - fU);
690
690
  pdf = lightLocal.z * INVPI;
691
- return (nf + lp) * fo;
691
+ return (nA + lF) * ft;
692
692
  }
693
693
 
694
694
  float aO(float viewCosine, float roughness) {
@@ -705,7 +705,7 @@ float gaussian = exp(-0.5 * pow((x - mean) / scale, 2.0))
705
705
  return max(gaussian + offset, 0.0);
706
706
  }
707
707
 
708
- vec3 jP(
708
+ vec3 jY(
709
709
  J material,
710
710
  vec3 viewLocal,
711
711
  vec3 lightLocal,
@@ -737,17 +737,17 @@ return vec3(0.0);
737
737
  }
738
738
 
739
739
  vec2 alpha = vec2(material.alphaX, material.alphaY);
740
- float distribution = gE(V, alpha);
741
- float jM = bk(viewLocal, alpha);
742
- float ea = jM
740
+ float distribution = gK(V, alpha);
741
+ float jV = bk(viewLocal, alpha);
742
+ float ea = jV
743
743
  * bk(lightLocal, alpha);
744
744
 
745
- pdf = jM * distribution / (4.0 * max(viewLocal.z, 1e-8));
745
+ pdf = jV * distribution / (4.0 * max(viewLocal.z, 1e-8));
746
746
  return cK * distribution * ea
747
747
  / (4.0 * max(lightLocal.z * viewLocal.z, 1e-8));
748
748
  }
749
749
 
750
- vec3 dk(
750
+ vec3 dl(
751
751
  J material,
752
752
  float relativeIor,
753
753
  vec3 tint,
@@ -762,27 +762,27 @@ if (lightLocal.z >= 0.0) {
762
762
  return vec3(0.0);
763
763
  }
764
764
 
765
- float kz = dot(lightLocal, V);
765
+ float kL = dot(lightLocal, V);
766
766
  float bQ = dot(viewLocal, V);
767
767
 
768
768
 
769
- if (bQ <= 0.0 || kz >= 0.0) {
769
+ if (bQ <= 0.0 || kL >= 0.0) {
770
770
  return vec3(0.0);
771
771
  }
772
772
  vec2 alpha = vec2(material.alphaX, material.alphaY);
773
- float distribution = gE(V, alpha);
774
- float jM = bk(viewLocal, alpha);
775
- float ea = jM
773
+ float distribution = gK(V, alpha);
774
+ float jV = bk(viewLocal, alpha);
775
+ float ea = jV
776
776
  * bk(lightLocal, alpha);
777
- float ap = kz + bQ * relativeIor;
777
+ float ap = kL + bQ * relativeIor;
778
778
  ap *= ap;
779
- float pn = abs(kz) / max(ap, 1e-8);
780
- float jm = relativeIor * relativeIor;
779
+ float pJ = abs(kL) / max(ap, 1e-8);
780
+ float ju = relativeIor * relativeIor;
781
781
 
782
- pdf = jM * max(0.0, bQ) * distribution * pn
782
+ pdf = jV * max(0.0, bQ) * distribution * pJ
783
783
  / max(viewLocal.z, 1e-8);
784
784
  return tint * (vec3(1.0) - cK) * distribution * ea
785
- * abs(bQ) * pn * jm
785
+ * abs(bQ) * pJ * ju
786
786
  / max(abs(lightLocal.z * viewLocal.z), 1e-8);
787
787
  }
788
788
 
@@ -803,11 +803,11 @@ vec3 aP(
803
803
  vec3 ah,
804
804
  float transmissionWeight
805
805
  ) {
806
- vec3 gf = 2.0 * ah
806
+ vec3 gk = 2.0 * ah
807
807
  / (vec3(1.0) + ah);
808
808
  return mix(
809
809
  ah,
810
- gf,
810
+ gk,
811
811
  clamp(transmissionWeight, 0.0, 1.0)
812
812
  );
813
813
  }
@@ -821,17 +821,17 @@ vec3 tint = bn(material);
821
821
  if (!material.thinWalled) {
822
822
  return tint;
823
823
  }
824
- float iF = max(0.0, 1.0 - L * L);
825
- float dN = iF
824
+ float iL = max(0.0, 1.0 - L * L);
825
+ float dO = iL
826
826
  / max(bu * bu, 1e-9);
827
- if (dN >= 1.0) {
827
+ if (dO >= 1.0) {
828
828
  return vec3(0.0);
829
829
  }
830
- float S = sqrt(1.0 - dN);
830
+ float S = sqrt(1.0 - dO);
831
831
  return pow(max(tint, vec3(0.0)), vec3(1.0 / max(S, 1e-5)));
832
832
  }
833
833
 
834
- vec3 dL(
834
+ vec3 dM(
835
835
  J material,
836
836
  vec3 viewLocal,
837
837
  vec3 lightLocal,
@@ -842,28 +842,28 @@ if (viewLocal.z <= 0.0 || lightLocal.z >= 0.0) {
842
842
  return vec3(0.0);
843
843
  }
844
844
  float S = -lightLocal.z;
845
- float nR = ct(
845
+ float og = cu(
846
846
  viewLocal.z,
847
847
  material.relativeIor
848
848
  );
849
849
  pdf = S * INVPI;
850
- return vec3(1.0 - nR) * INVPI;
850
+ return vec3(1.0 - og) * INVPI;
851
851
  }
852
852
 
853
- void dQ(inout ag prepared) {
853
+ void dR(inout ag prepared) {
854
854
  float total = prepared.probabilities[OPENPBR_LOBE_FUZZ];
855
- for (int hR = 1; hR < OPENPBR_LOBE_COUNT; hR++) {
856
- total += prepared.probabilities[hR];
855
+ for (int hU = 1; hU < OPENPBR_LOBE_COUNT; hU++) {
856
+ total += prepared.probabilities[hU];
857
857
  }
858
858
  if (total <= 1e-8) {
859
- for (int hR = 0; hR < OPENPBR_LOBE_COUNT; hR++) {
860
- prepared.probabilities[hR] = 0.0;
859
+ for (int hU = 0; hU < OPENPBR_LOBE_COUNT; hU++) {
860
+ prepared.probabilities[hU] = 0.0;
861
861
  }
862
862
  return;
863
863
  }
864
- float og = 1.0 / total;
865
- for (int hR = 0; hR < OPENPBR_LOBE_COUNT; hR++) {
866
- prepared.probabilities[hR] *= og;
864
+ float ow = 1.0 / total;
865
+ for (int hU = 0; hU < OPENPBR_LOBE_COUNT; hU++) {
866
+ prepared.probabilities[hU] *= ow;
867
867
  }
868
868
  }
869
869
 
@@ -876,59 +876,59 @@ return 0.997118 + 0.1014 * eta - 0.965241 * eta * eta - 0.130607 * eta * eta * e
876
876
  }
877
877
 
878
878
  vec3 bP(vec3 f0, vec3 tint) {
879
- float dj = 1.0 / 7.0;
880
- vec3 fF = mix(f0, vec3(1.0), aE(dj));
881
- vec3 b = fF * (vec3(1.0) - tint) / (dj * pow(1.0 - dj, 6.0));
879
+ float dk = 1.0 / 7.0;
880
+ vec3 fI = mix(f0, vec3(1.0), aE(dk));
881
+ vec3 b = fI * (vec3(1.0) - tint) / (dk * pow(1.0 - dk, 6.0));
882
882
  return clamp(f0 + (vec3(1.0) - f0) / 21.0 - b / 126.0, vec3(0.0), vec3(1.0));
883
883
  }
884
884
 
885
885
 
886
886
 
887
- vec3 cC(J material, float au) {
887
+ vec3 cD(J material, float au) {
888
888
  if (au <= 0.0) { return vec3(1.0); }
889
- float lr = sqrt(max(0.0, 1.0 - (1.0 - au * au) / (material.coatIor * material.coatIor)));
890
- vec3 tl = pow(max(material.coatColor, vec3(0.0)), vec3(0.5 / max(lr, 1e-5)));
891
- return mix(vec3(1.0), tl, material.coatWeight);
889
+ float lH = sqrt(max(0.0, 1.0 - (1.0 - au * au) / (material.coatIor * material.coatIor)));
890
+ vec3 tD = pow(max(material.coatColor, vec3(0.0)), vec3(0.5 / max(lH, 1e-5)));
891
+ return mix(vec3(1.0), tD, material.coatWeight);
892
892
  }
893
893
 
894
- float gi(J material, float au) {
894
+ float gp(J material, float au) {
895
895
  if (material.coatRoughness <= ROUGHNESS_MIN) {
896
896
  return af(au, 1.0 / material.coatIor);
897
897
  }
898
898
 
899
899
 
900
- return clamp(1.0 - aI(material.coatIor,
900
+ return clamp(1.0 - aJ(material.coatIor,
901
901
  material.coatRoughness * material.coatRoughness, au), 0.0, 1.0);
902
902
  }
903
903
 
904
- vec3 gV(ag prepared) {
904
+ vec3 ha(ag prepared) {
905
905
  J material = prepared.material;
906
906
  float dielectric = 1.0 - material.baseMetalness;
907
907
  float opaque = dielectric * (1.0 - material.transmissionWeight) * (1.0 - material.subsurfaceWeight);
908
908
  float sss = dielectric * (1.0 - material.transmissionWeight) * material.subsurfaceWeight;
909
- float tU = dielectric * material.transmissionWeight;
910
- float fL = bM(prepared.specularEtaTOverEtaI);
911
- float kI = bM(1.0 / prepared.transmissionReflectionIor);
912
- float pw = clamp(opaque * fL + (sss + tU) * kI + material.baseMetalness, 0.0, 1.0);
913
- float ji = mix(1.0, material.specularRoughness, pw);
909
+ float ug = dielectric * material.transmissionWeight;
910
+ float fO = bM(prepared.specularEtaTOverEtaI);
911
+ float kU = bM(1.0 / prepared.transmissionReflectionIor);
912
+ float pR = clamp(opaque * fO + (sss + ug) * kU + material.baseMetalness, 0.0, 1.0);
913
+ float jp = mix(1.0, material.specularRoughness, pR);
914
914
  float ks = bM(material.coatIor);
915
915
  float kr = 1.0 - (1.0 - ks) / (material.coatIor * material.coatIor);
916
- float k = mix(ks, kr, ji);
916
+ float k = mix(ks, kr, jp);
917
917
  vec3 eb = material.baseMetalness * material.specularWeight * bP(material.baseWeight * material.baseColor, material.specularColor)
918
- + opaque * mix(material.baseWeight * material.baseColor, vec3(1.0), fL)
919
- + sss * material.subsurfaceColor + vec3(tU);
920
- vec3 qH = vec3(1.0 - k) / max(vec3(1.0) - eb * k, vec3(1e-6));
921
- return mix(vec3(1.0), qH, material.coatWeight * material.coatDarkening);
918
+ + opaque * mix(material.baseWeight * material.baseColor, vec3(1.0), fO)
919
+ + sss * material.subsurfaceColor + vec3(ug);
920
+ vec3 qU = vec3(1.0 - k) / max(vec3(1.0) - eb * k, vec3(1e-6));
921
+ return mix(vec3(1.0), qU, material.coatWeight * material.coatDarkening);
922
922
  }
923
923
 
924
- vec3 ds(ag prepared, float kY) {
924
+ vec3 ds(ag prepared, float lm) {
925
925
  if (prepared.material.coatWeight <= 0.0) { return vec3(1.0); }
926
926
  if (prepared.material.inside) {
927
927
 
928
- return cC(prepared.material, -kY);
928
+ return cD(prepared.material, -lm);
929
929
  }
930
930
 
931
- return prepared.coatBaseScale * cC(prepared.material, kY);
931
+ return prepared.coatBaseScale * cD(prepared.material, lm);
932
932
  }
933
933
 
934
934
 
@@ -946,7 +946,7 @@ basis.tangent = normalize(cross(basis.bitangent, basis.normal));
946
946
  return basis;
947
947
  }
948
948
 
949
- ag eG(
949
+ ag eH(
950
950
  vec3 tangent,
951
951
  J material,
952
952
  vec3 bF,
@@ -954,7 +954,7 @@ vec3 normal
954
954
  ) {
955
955
  ag prepared;
956
956
  prepared.material = material;
957
- prepared.basis = fg(
957
+ prepared.basis = fj(
958
958
  tangent,
959
959
  normal,
960
960
  max(material.specularAnisotropy, material.coatAnisotropy)
@@ -965,7 +965,7 @@ prepared.directionFrames = false;
965
965
 
966
966
 
967
967
  if (material.coatNormalEnabled) {
968
- prepared.coatBasis = fg(material.geometryTangent, material.coatNormal, material.coatAnisotropy);
968
+ prepared.coatBasis = fj(material.geometryTangent, material.coatNormal, material.coatAnisotropy);
969
969
  prepared.directionFrames = true;
970
970
  }
971
971
  #endif
@@ -983,19 +983,19 @@ prepared.coatViewLocal = openpbr_to_local(prepared.coatBasis, bF);
983
983
  #endif
984
984
  prepared.diffuseColor = material.baseColor;
985
985
 
986
- float cA = 1.0 - material.baseMetalness;
987
- float dK = cA
986
+ float cB = 1.0 - material.baseMetalness;
987
+ float dL = cB
988
988
  * (1.0 - material.transmissionWeight);
989
989
  prepared.weights[OPENPBR_LOBE_FUZZ] = material.fuzzWeight;
990
990
  prepared.weights[OPENPBR_LOBE_COAT] = material.coatWeight;
991
991
  if (material.inside) { prepared.weights[OPENPBR_LOBE_COAT] = 0.0; }
992
992
  prepared.weights[OPENPBR_LOBE_METAL] = material.baseMetalness;
993
- prepared.weights[OPENPBR_LOBE_SPECULAR] = cA;
994
- prepared.weights[OPENPBR_LOBE_TRANSMISSION] = cA
993
+ prepared.weights[OPENPBR_LOBE_SPECULAR] = cB;
994
+ prepared.weights[OPENPBR_LOBE_TRANSMISSION] = cB
995
995
  * material.transmissionWeight;
996
- prepared.weights[OPENPBR_LOBE_DIFFUSE] = dK
996
+ prepared.weights[OPENPBR_LOBE_DIFFUSE] = dL
997
997
  * (1.0 - material.subsurfaceWeight) * material.baseWeight;
998
- prepared.weights[OPENPBR_LOBE_SUBSURFACE] = dK
998
+ prepared.weights[OPENPBR_LOBE_SUBSURFACE] = dL
999
999
  * material.subsurfaceWeight;
1000
1000
 
1001
1001
  prepared.specularEtaTOverEtaI = aY(
@@ -1047,7 +1047,7 @@ float ah = af(
1047
1047
  viewCosine,
1048
1048
  1.0 / prepared.specularEtaTOverEtaI
1049
1049
  );
1050
- vec3 ft = material.specularColor * (
1050
+ vec3 fw = material.specularColor * (
1051
1051
  material.thinWalled
1052
1052
  ? mix(
1053
1053
  ah,
@@ -1056,30 +1056,30 @@ material.transmissionWeight
1056
1056
  )
1057
1057
  : ah
1058
1058
  );
1059
- vec3 hS = material.specularWeight * dT(
1059
+ vec3 hV = material.specularWeight * dU(
1060
1060
  viewCosine,
1061
1061
  material.baseWeight * material.baseColor,
1062
1062
  material.specularColor
1063
1063
  );
1064
- float eL = material.thinWalled
1064
+ float eO = material.thinWalled
1065
1065
  ? cS(af(viewCosine, prepared.transmissionReflectionIor))
1066
1066
  : af(viewCosine, prepared.transmissionReflectionIor);
1067
- vec3 gH = bG(
1067
+ vec3 gN = bG(
1068
1068
  material,
1069
1069
  viewCosine,
1070
1070
  prepared.refractionEtaTOverEtaI
1071
1071
  );
1072
- float im = aI(
1072
+ float iu = aJ(
1073
1073
  prepared.specularEtaTOverEtaI,
1074
1074
  prepared.specularAlpha,
1075
1075
  viewCosine
1076
1076
  );
1077
- float gk = cq(
1077
+ float gr = cr(
1078
1078
  prepared.specularEtaTOverEtaI,
1079
1079
  prepared.specularAlpha
1080
1080
  );
1081
- prepared.diffuseSpecularEnergyCompensation = im
1082
- / max(gk, 1e-12);
1081
+ prepared.diffuseSpecularEnergyCompensation = iu
1082
+ / max(gr, 1e-12);
1083
1083
 
1084
1084
  prepared.probabilities[OPENPBR_LOBE_FUZZ] = prepared.weights[OPENPBR_LOBE_FUZZ]
1085
1085
  * aw(material.fuzzColor)
@@ -1092,39 +1092,39 @@ prepared.coatBaseScale = vec3(1.0);
1092
1092
  if (material.coatWeight > 0.0 && !material.inside) {
1093
1093
  #ifdef NUM_COAT_NORMAL_MAPS
1094
1094
  float coatViewCosine = material.coatNormalEnabled ? max(prepared.coatViewLocal.z, 0.0) : viewCosine;
1095
- float kp = gi(material, coatViewCosine);
1095
+ float kB = gp(material, coatViewCosine);
1096
1096
  #else
1097
- float kp = gi(material, viewCosine);
1097
+ float kB = gp(material, viewCosine);
1098
1098
  #endif
1099
- prepared.probabilities[OPENPBR_LOBE_COAT] = prepared.weights[OPENPBR_LOBE_COAT] * kp;
1100
- prepared.coatBaseScale = cC(material,
1099
+ prepared.probabilities[OPENPBR_LOBE_COAT] = prepared.weights[OPENPBR_LOBE_COAT] * kB;
1100
+ prepared.coatBaseScale = cD(material,
1101
1101
  #ifdef NUM_COAT_NORMAL_MAPS
1102
1102
  coatViewCosine
1103
1103
  #else
1104
1104
  viewCosine
1105
1105
  #endif
1106
1106
  )
1107
- * (1.0 - prepared.weights[OPENPBR_LOBE_COAT] * kp) * gV(prepared);
1107
+ * (1.0 - prepared.weights[OPENPBR_LOBE_COAT] * kB) * ha(prepared);
1108
1108
  }
1109
1109
  prepared.probabilities[OPENPBR_LOBE_METAL] = prepared.weights[OPENPBR_LOBE_METAL]
1110
- * aw(hS);
1110
+ * aw(hV);
1111
1111
  prepared.metalMsScale = vec3(0.0);
1112
1112
  prepared.metalMsFactor = 0.0;
1113
1113
  prepared.metalMsProbability = 0.0;
1114
1114
  if (material.specularRoughness >= 0.04 && prepared.weights[OPENPBR_LOBE_METAL] > 0.0) {
1115
- vec3 hI = bP(material.baseWeight * material.baseColor, material.specularColor);
1116
- prepared.metalMsScale = material.specularWeight * hI * hI;
1117
- float pJ = bH(prepared.specularAlpha, viewCosine);
1118
- prepared.metalMsFactor = pJ / max(cu(prepared.specularAlpha), 1e-12);
1119
- float ff = prepared.weights[OPENPBR_LOBE_METAL] * aw(prepared.metalMsScale) * pJ;
1120
- prepared.probabilities[OPENPBR_LOBE_METAL] += ff;
1121
- prepared.metalMsProbability = ff / max(prepared.probabilities[OPENPBR_LOBE_METAL], 1e-12);
1115
+ vec3 hL = bP(material.baseWeight * material.baseColor, material.specularColor);
1116
+ prepared.metalMsScale = material.specularWeight * hL * hL;
1117
+ float pV = bH(prepared.specularAlpha, viewCosine);
1118
+ prepared.metalMsFactor = pV / max(cv(prepared.specularAlpha), 1e-12);
1119
+ float fi = prepared.weights[OPENPBR_LOBE_METAL] * aw(prepared.metalMsScale) * pV;
1120
+ prepared.probabilities[OPENPBR_LOBE_METAL] += fi;
1121
+ prepared.metalMsProbability = fi / max(prepared.probabilities[OPENPBR_LOBE_METAL], 1e-12);
1122
1122
  }
1123
1123
  prepared.probabilities[OPENPBR_LOBE_SPECULAR] = prepared.weights[OPENPBR_LOBE_SPECULAR]
1124
- * aw(ft);
1124
+ * aw(fw);
1125
1125
  prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] = prepared.weights[OPENPBR_LOBE_TRANSMISSION]
1126
- * (1.0 - eL)
1127
- * aw(gH);
1126
+ * (1.0 - eO)
1127
+ * aw(gN);
1128
1128
 
1129
1129
 
1130
1130
 
@@ -1139,40 +1139,40 @@ prepared.dielectricMsProbability = 0.0;
1139
1139
  if (!material.thinWalled && material.transmissionWeight > 0.0 &&
1140
1140
  prepared.specularAlpha >= 0.0016 && prepared.weights[OPENPBR_LOBE_TRANSMISSION] > 0.0 &&
1141
1141
  abs(prepared.refractionEtaTOverEtaI - 1.0) > 1e-6) {
1142
- float lq = prepared.weights[OPENPBR_LOBE_TRANSMISSION] + prepared.weights[OPENPBR_LOBE_SUBSURFACE];
1143
- prepared.dielectricMsReflectionScale = (material.inside ? vec3(1.0) : material.specularColor) * lq;
1144
- prepared.dielectricMsTransmissionScale = gH * prepared.weights[OPENPBR_LOBE_TRANSMISSION]
1142
+ float lG = prepared.weights[OPENPBR_LOBE_TRANSMISSION] + prepared.weights[OPENPBR_LOBE_SUBSURFACE];
1143
+ prepared.dielectricMsReflectionScale = (material.inside ? vec3(1.0) : material.specularColor) * lG;
1144
+ prepared.dielectricMsTransmissionScale = gN * prepared.weights[OPENPBR_LOBE_TRANSMISSION]
1145
1145
  + vec3(prepared.weights[OPENPBR_LOBE_SUBSURFACE]);
1146
1146
  prepared.dielectricMsReflectionRatio = ch(prepared.refractionEtaTOverEtaI, prepared.specularAlpha);
1147
1147
  prepared.dielectricMsViewLoss = bO(prepared.refractionEtaTOverEtaI, prepared.specularAlpha, viewCosine);
1148
- vec3 nI = mix(prepared.dielectricMsTransmissionScale, prepared.dielectricMsReflectionScale, prepared.dielectricMsReflectionRatio);
1149
- float ff = aw(nI) * prepared.dielectricMsViewLoss;
1150
- prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] += ff;
1151
- prepared.dielectricMsProbability = ff / max(prepared.probabilities[OPENPBR_LOBE_TRANSMISSION], 1e-12);
1148
+ vec3 nW = mix(prepared.dielectricMsTransmissionScale, prepared.dielectricMsReflectionScale, prepared.dielectricMsReflectionRatio);
1149
+ float fi = aw(nW) * prepared.dielectricMsViewLoss;
1150
+ prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] += fi;
1151
+ prepared.dielectricMsProbability = fi / max(prepared.probabilities[OPENPBR_LOBE_TRANSMISSION], 1e-12);
1152
1152
  }
1153
1153
  prepared.probabilities[OPENPBR_LOBE_DIFFUSE] = prepared.weights[OPENPBR_LOBE_DIFFUSE]
1154
1154
  * aw(prepared.diffuseColor)
1155
1155
  * prepared.diffuseSpecularEnergyCompensation;
1156
1156
  prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] = prepared.weights[OPENPBR_LOBE_SUBSURFACE]
1157
- * (1.0 - eL)
1157
+ * (1.0 - eO)
1158
1158
  * aw(material.subsurfaceColor)
1159
1159
  * prepared.diffuseSpecularEnergyCompensation;
1160
1160
 
1161
1161
 
1162
1162
  if (material.coatWeight > 0.0 && material.thinFilmWeight > 0.0) {
1163
- float kW = 0.02 * bN(material.thinFilmThickness, material.thinFilmWeight);
1164
- prepared.probabilities[OPENPBR_LOBE_SPECULAR] = max(prepared.probabilities[OPENPBR_LOBE_SPECULAR], prepared.weights[OPENPBR_LOBE_SPECULAR] * kW);
1165
- prepared.probabilities[OPENPBR_LOBE_METAL] = max(prepared.probabilities[OPENPBR_LOBE_METAL], prepared.weights[OPENPBR_LOBE_METAL] * material.specularWeight * kW);
1163
+ float lj = 0.02 * bN(material.thinFilmThickness, material.thinFilmWeight);
1164
+ prepared.probabilities[OPENPBR_LOBE_SPECULAR] = max(prepared.probabilities[OPENPBR_LOBE_SPECULAR], prepared.weights[OPENPBR_LOBE_SPECULAR] * lj);
1165
+ prepared.probabilities[OPENPBR_LOBE_METAL] = max(prepared.probabilities[OPENPBR_LOBE_METAL], prepared.weights[OPENPBR_LOBE_METAL] * material.specularWeight * lj);
1166
1166
  }
1167
1167
  if (material.coatWeight > 0.0 && !material.inside) {
1168
- float gm = max(max(prepared.coatBaseScale.x, prepared.coatBaseScale.y), prepared.coatBaseScale.z);
1169
- prepared.probabilities[OPENPBR_LOBE_METAL] *= gm;
1170
- prepared.probabilities[OPENPBR_LOBE_SPECULAR] *= gm;
1171
- prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] *= gm;
1172
- prepared.probabilities[OPENPBR_LOBE_DIFFUSE] *= gm;
1173
- prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] *= gm;
1174
- }
1175
- dQ(prepared);
1168
+ float gs = max(max(prepared.coatBaseScale.x, prepared.coatBaseScale.y), prepared.coatBaseScale.z);
1169
+ prepared.probabilities[OPENPBR_LOBE_METAL] *= gs;
1170
+ prepared.probabilities[OPENPBR_LOBE_SPECULAR] *= gs;
1171
+ prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] *= gs;
1172
+ prepared.probabilities[OPENPBR_LOBE_DIFFUSE] *= gs;
1173
+ prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] *= gs;
1174
+ }
1175
+ dR(prepared);
1176
1176
  return prepared;
1177
1177
  }
1178
1178
 
@@ -1180,11 +1180,11 @@ float cR(ag prepared, float au, bool reflection) {
1180
1180
  if (prepared.material.coatWeight <= 0.0) {
1181
1181
  return af(au, prepared.material.relativeIor);
1182
1182
  }
1183
- float kg = af(au, prepared.transmissionReflectionIor);
1184
- if (!reflection) { return kg; }
1185
- float mU = af(au, 1.0 / prepared.specularEtaTOverEtaI);
1186
- float rC = prepared.material.transmissionWeight + (1.0 - prepared.material.transmissionWeight) * prepared.material.subsurfaceWeight;
1187
- return mix(mU, kg, rC);
1183
+ float kp = af(au, prepared.transmissionReflectionIor);
1184
+ if (!reflection) { return kp; }
1185
+ float nl = af(au, 1.0 / prepared.specularEtaTOverEtaI);
1186
+ float rP = prepared.material.transmissionWeight + (1.0 - prepared.material.transmissionWeight) * prepared.material.subsurfaceWeight;
1187
+ return mix(nl, kp, rP);
1188
1188
  }
1189
1189
 
1190
1190
  vec3 bI(
@@ -1216,11 +1216,11 @@ V = -V;
1216
1216
 
1217
1217
  vec3 response = vec3(0.0);
1218
1218
  pdf = 0.0;
1219
- float aH = 0.0;
1219
+ float aI = 0.0;
1220
1220
  float bQ = abs(dot(viewLocal, V));
1221
1221
  float diffuseSpecularEnergyCompensation =
1222
1222
  prepared.diffuseSpecularEnergyCompensation
1223
- * aI(
1223
+ * aJ(
1224
1224
  prepared.specularEtaTOverEtaI,
1225
1225
  prepared.specularAlpha,
1226
1226
  abs(lightLocal.z)
@@ -1231,34 +1231,34 @@ if (!independentCoat || (lightLocal.z != 0.0 && reflection == geometricReflectio
1231
1231
  #endif
1232
1232
  if (reflection) {
1233
1233
  if (prepared.weights[OPENPBR_LOBE_DIFFUSE] > 0.0) {
1234
- response += prepared.weights[OPENPBR_LOBE_DIFFUSE] * cD(
1234
+ response += prepared.weights[OPENPBR_LOBE_DIFFUSE] * cE(
1235
1235
  material,
1236
1236
  prepared.diffuseColor,
1237
1237
  viewLocal,
1238
1238
  lightLocal,
1239
1239
  diffuseSpecularEnergyCompensation,
1240
- aH
1240
+ aI
1241
1241
  );
1242
- pdf += prepared.probabilities[OPENPBR_LOBE_DIFFUSE] * aH;
1242
+ pdf += prepared.probabilities[OPENPBR_LOBE_DIFFUSE] * aI;
1243
1243
  }
1244
1244
 
1245
1245
  if (prepared.weights[OPENPBR_LOBE_SUBSURFACE] > 0.0 && material.thinWalled) {
1246
- response += 0.5 * prepared.weights[OPENPBR_LOBE_SUBSURFACE] * cD(
1246
+ response += 0.5 * prepared.weights[OPENPBR_LOBE_SUBSURFACE] * cE(
1247
1247
  material,
1248
1248
  material.subsurfaceColor,
1249
1249
  viewLocal,
1250
1250
  lightLocal,
1251
1251
  diffuseSpecularEnergyCompensation,
1252
- aH
1252
+ aI
1253
1253
  );
1254
- pdf += prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] * 0.5 * aH;
1254
+ pdf += prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] * 0.5 * aI;
1255
1255
  }
1256
1256
 
1257
1257
  if (prepared.weights[OPENPBR_LOBE_SPECULAR] > 0.0) {
1258
- vec3 cr = vec3(cR(prepared, bQ, true));
1258
+ vec3 ct = vec3(cR(prepared, bQ, true));
1259
1259
  if (material.thinFilmWeight > 0.0) {
1260
- cr = bW(
1261
- cr,
1260
+ ct = bW(
1261
+ ct,
1262
1262
  bQ,
1263
1263
  material.thinFilmThickness,
1264
1264
  material.thinFilmIor,
@@ -1268,31 +1268,31 @@ prepared.thinFilmExteriorIor
1268
1268
  );
1269
1269
  }
1270
1270
  if (material.thinWalled) {
1271
- cr = aP(
1272
- cr,
1271
+ ct = aP(
1272
+ ct,
1273
1273
  material.transmissionWeight
1274
1274
  );
1275
1275
  }
1276
- vec3 cK = material.specularColor * cr;
1276
+ vec3 cK = material.specularColor * ct;
1277
1277
  response += prepared.weights[OPENPBR_LOBE_SPECULAR] * am(
1278
1278
  material,
1279
1279
  viewLocal,
1280
1280
  lightLocal,
1281
1281
  V,
1282
1282
  cK,
1283
- aH
1283
+ aI
1284
1284
  );
1285
- pdf += prepared.probabilities[OPENPBR_LOBE_SPECULAR] * aH;
1285
+ pdf += prepared.probabilities[OPENPBR_LOBE_SPECULAR] * aI;
1286
1286
  }
1287
1287
 
1288
1288
  if (prepared.weights[OPENPBR_LOBE_METAL] > 0.0) {
1289
- vec3 cK = dT(
1289
+ vec3 cK = dU(
1290
1290
  bQ,
1291
1291
  material.baseWeight * material.baseColor,
1292
1292
  material.specularColor
1293
1293
  );
1294
1294
  if (material.thinFilmWeight > 0.0) {
1295
- cK = lc(
1295
+ cK = lq(
1296
1296
  cK,
1297
1297
  bQ,
1298
1298
  material.thinFilmThickness,
@@ -1310,14 +1310,14 @@ viewLocal,
1310
1310
  lightLocal,
1311
1311
  V,
1312
1312
  cK,
1313
- aH
1313
+ aI
1314
1314
  );
1315
1315
  if (prepared.metalMsFactor > 0.0) {
1316
1316
  float dW = min(prepared.metalMsFactor * bH(prepared.specularAlpha, lightLocal.z), 1.0 / max(lightLocal.z, 1e-8));
1317
1317
  response += prepared.weights[OPENPBR_LOBE_METAL] * prepared.metalMsScale * dW * INVPI;
1318
- aH = mix(aH, 0.5 * INVPI, prepared.metalMsProbability);
1318
+ aI = mix(aI, 0.5 * INVPI, prepared.metalMsProbability);
1319
1319
  }
1320
- pdf += prepared.probabilities[OPENPBR_LOBE_METAL] * aH;
1320
+ pdf += prepared.probabilities[OPENPBR_LOBE_METAL] * aI;
1321
1321
  }
1322
1322
  }
1323
1323
  else {
@@ -1335,17 +1335,17 @@ prepared.thinFilmExteriorIor
1335
1335
  }
1336
1336
  if (prepared.weights[OPENPBR_LOBE_TRANSMISSION] > 0.0) {
1337
1337
  if (material.thinWalled) {
1338
- vec3 kM = vec3(lightLocal.xy, -lightLocal.z);
1339
- vec3 dd = normalize(kM + viewLocal);
1340
- if (dd.z < 0.0) {
1341
- dd = -dd;
1338
+ vec3 kY = vec3(lightLocal.xy, -lightLocal.z);
1339
+ vec3 df = normalize(kY + viewLocal);
1340
+ if (df.z < 0.0) {
1341
+ df = -df;
1342
1342
  }
1343
- float nD = abs(dot(viewLocal, dd));
1344
- vec3 lv = vec3(cR(prepared, nD, false));
1343
+ float nR = abs(dot(viewLocal, df));
1344
+ vec3 lL = vec3(cR(prepared, nR, false));
1345
1345
  if (material.thinFilmWeight > 0.0) {
1346
- lv = bW(
1347
- lv,
1348
- nD,
1346
+ lL = bW(
1347
+ lL,
1348
+ nR,
1349
1349
  material.thinFilmThickness,
1350
1350
  material.thinFilmIor,
1351
1351
  prepared.thinFilmBaseIor,
@@ -1353,8 +1353,8 @@ material.thinFilmWeight,
1353
1353
  prepared.thinFilmExteriorIor
1354
1354
  );
1355
1355
  }
1356
- vec3 gf = aP(
1357
- lv,
1356
+ vec3 gk = aP(
1357
+ lL,
1358
1358
  1.0
1359
1359
  );
1360
1360
  vec3 tint = bG(
@@ -1366,15 +1366,15 @@ response += prepared.weights[OPENPBR_LOBE_TRANSMISSION]
1366
1366
  * am(
1367
1367
  material,
1368
1368
  viewLocal,
1369
- kM,
1370
- dd,
1371
- tint * (vec3(1.0) - gf),
1372
- aH
1369
+ kY,
1370
+ df,
1371
+ tint * (vec3(1.0) - gk),
1372
+ aI
1373
1373
  );
1374
1374
  }
1375
1375
  else {
1376
1376
  response += prepared.weights[OPENPBR_LOBE_TRANSMISSION]
1377
- * dk(
1377
+ * dl(
1378
1378
  material,
1379
1379
  material.relativeIor,
1380
1380
  bn(material),
@@ -1382,37 +1382,37 @@ viewLocal,
1382
1382
  lightLocal,
1383
1383
  V,
1384
1384
  cK,
1385
- aH
1385
+ aI
1386
1386
  );
1387
1387
  }
1388
1388
  if (prepared.dielectricMsProbability > 0.0) {
1389
- aH *= 1.0 - prepared.dielectricMsProbability;
1389
+ aI *= 1.0 - prepared.dielectricMsProbability;
1390
1390
  }
1391
- pdf += prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] * aH;
1391
+ pdf += prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] * aI;
1392
1392
  }
1393
1393
  if (prepared.weights[OPENPBR_LOBE_SUBSURFACE] > 0.0) {
1394
1394
  if (material.thinWalled) {
1395
- vec3 nT = vec3(lightLocal.xy, -lightLocal.z);
1395
+ vec3 oi = vec3(lightLocal.xy, -lightLocal.z);
1396
1396
  response += 0.5 * prepared.weights[OPENPBR_LOBE_SUBSURFACE]
1397
- * cD(
1397
+ * cE(
1398
1398
  material,
1399
1399
  material.subsurfaceColor,
1400
1400
  viewLocal,
1401
- nT,
1401
+ oi,
1402
1402
  diffuseSpecularEnergyCompensation,
1403
- aH
1403
+ aI
1404
1404
  );
1405
- aH *= 0.5;
1405
+ aI *= 0.5;
1406
1406
  }
1407
1407
  else {
1408
- response += prepared.weights[OPENPBR_LOBE_SUBSURFACE] * dL(
1408
+ response += prepared.weights[OPENPBR_LOBE_SUBSURFACE] * dM(
1409
1409
  material,
1410
1410
  viewLocal,
1411
1411
  lightLocal,
1412
- aH
1412
+ aI
1413
1413
  );
1414
1414
  }
1415
- pdf += prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] * aH;
1415
+ pdf += prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] * aI;
1416
1416
  }
1417
1417
  }
1418
1418
 
@@ -1423,13 +1423,13 @@ if (prepared.dielectricMsProbability > 0.0) {
1423
1423
  float au = abs(lightLocal.z);
1424
1424
  if (au > 0.0) {
1425
1425
  float ior = (reflection ? prepared.refractionEtaTOverEtaI : 1.0 / prepared.refractionEtaTOverEtaI);
1426
- float iU = (reflection ? prepared.dielectricMsReflectionRatio : 1.0 - prepared.dielectricMsReflectionRatio);
1427
- float td = prepared.dielectricMsViewLoss * bO(ior, prepared.specularAlpha, au)
1426
+ float ja = (reflection ? prepared.dielectricMsReflectionRatio : 1.0 - prepared.dielectricMsReflectionRatio);
1427
+ float tr = prepared.dielectricMsViewLoss * bO(ior, prepared.specularAlpha, au)
1428
1428
  / max(cO(ior, prepared.specularAlpha), 1e-12);
1429
- float dW = min(td * iU, 1.0 / au);
1429
+ float dW = min(tr * ja, 1.0 / au);
1430
1430
  vec3 scale = (reflection ? prepared.dielectricMsReflectionScale : prepared.dielectricMsTransmissionScale);
1431
1431
  response += scale * dW * INVPI;
1432
- pdf += prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] * prepared.dielectricMsProbability * iU * 0.5 * INVPI;
1432
+ pdf += prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] * prepared.dielectricMsProbability * ja * 0.5 * INVPI;
1433
1433
  }
1434
1434
  }
1435
1435
 
@@ -1456,42 +1456,42 @@ if (
1456
1456
  reflection
1457
1457
  #endif
1458
1458
  && prepared.weights[OPENPBR_LOBE_COAT] > 0.0) {
1459
- vec3 dH = viewLocal;
1460
- vec3 kt = lightLocal;
1461
- vec3 gq = V;
1462
- float jD = bQ;
1459
+ vec3 dI = viewLocal;
1460
+ vec3 kD = lightLocal;
1461
+ vec3 gv = V;
1462
+ float jK = bQ;
1463
1463
  if (prepared.directionFrames) {
1464
- dH = openpbr_to_local(prepared.coatBasis, openpbr_to_world(prepared.basis, viewLocal));
1464
+ dI = openpbr_to_local(prepared.coatBasis, openpbr_to_world(prepared.basis, viewLocal));
1465
1465
  #ifdef NUM_COAT_NORMAL_MAPS
1466
- if (independentCoat) { dH = prepared.coatViewLocal; }
1466
+ if (independentCoat) { dI = prepared.coatViewLocal; }
1467
1467
  #endif
1468
- kt = openpbr_to_local(prepared.coatBasis, lightDirection);
1469
- gq = normalize(kt + dH);
1470
- if (gq.z < 0.0) { gq = -gq; }
1471
- jD = abs(dot(dH, gq));
1468
+ kD = openpbr_to_local(prepared.coatBasis, lightDirection);
1469
+ gv = normalize(kD + dI);
1470
+ if (gv.z < 0.0) { gv = -gv; }
1471
+ jK = abs(dot(dI, gv));
1472
1472
  }
1473
1473
 
1474
- vec3 kU = vec3(af(
1475
- jD,
1474
+ vec3 lg = vec3(af(
1475
+ jK,
1476
1476
  1.0 / material.coatIor
1477
1477
  ));
1478
- J dG = material;
1479
- vec2 jp = aJ(material.coatRoughness, material.coatAnisotropy);
1480
- dG.alphaX = jp.x;
1481
- dG.alphaY = jp.y;
1478
+ J dH = material;
1479
+ vec2 jx = aK(material.coatRoughness, material.coatAnisotropy);
1480
+ dH.alphaX = jx.x;
1481
+ dH.alphaY = jx.y;
1482
1482
  response += prepared.weights[OPENPBR_LOBE_COAT]
1483
1483
  #ifdef NUM_COAT_NORMAL_MAPS
1484
1484
  * (independentCoat ? max(coatLightCosine, 0.0) : 1.0)
1485
1485
  #endif
1486
1486
  * am(
1487
- dG,
1488
1487
  dH,
1489
- kt,
1490
- gq,
1491
- kU,
1492
- aH
1488
+ dI,
1489
+ kD,
1490
+ gv,
1491
+ lg,
1492
+ aI
1493
1493
  );
1494
- pdf += prepared.probabilities[OPENPBR_LOBE_COAT] * aH;
1494
+ pdf += prepared.probabilities[OPENPBR_LOBE_COAT] * aI;
1495
1495
  }
1496
1496
 
1497
1497
  if (
@@ -1501,25 +1501,25 @@ if (
1501
1501
  reflection
1502
1502
  #endif
1503
1503
  && prepared.weights[OPENPBR_LOBE_FUZZ] > 0.0) {
1504
- float qn = aO(
1504
+ float qz = aO(
1505
1505
  abs(viewLocal.z),
1506
1506
  material.fuzzRoughness
1507
1507
  );
1508
1508
  response *= max(
1509
1509
  vec3(0.0),
1510
- vec3(1.0 - prepared.weights[OPENPBR_LOBE_FUZZ] * qn)
1510
+ vec3(1.0 - prepared.weights[OPENPBR_LOBE_FUZZ] * qz)
1511
1511
  );
1512
1512
  response += prepared.weights[OPENPBR_LOBE_FUZZ]
1513
1513
  #ifdef NUM_COAT_NORMAL_MAPS
1514
1514
  * (independentCoat ? max(lightLocal.z, 0.0) : 1.0)
1515
1515
  #endif
1516
- * jP(
1516
+ * jY(
1517
1517
  material,
1518
1518
  viewLocal,
1519
1519
  lightLocal,
1520
- aH
1520
+ aI
1521
1521
  );
1522
- pdf += prepared.probabilities[OPENPBR_LOBE_FUZZ] * aH;
1522
+ pdf += prepared.probabilities[OPENPBR_LOBE_FUZZ] * aI;
1523
1523
  }
1524
1524
 
1525
1525
  #ifdef NUM_COAT_NORMAL_MAPS
@@ -1528,7 +1528,7 @@ if (independentCoat) { return response; }
1528
1528
  return response * abs(lightLocal.z);
1529
1529
  }
1530
1530
 
1531
- vec3 qU(
1531
+ vec3 ri(
1532
1532
  vec3 tangent,
1533
1533
  J material,
1534
1534
  vec3 bF,
@@ -1536,7 +1536,7 @@ vec3 normal,
1536
1536
  vec3 lightDirection,
1537
1537
  out float pdf
1538
1538
  ) {
1539
- ag prepared = eG(
1539
+ ag prepared = eH(
1540
1540
  tangent,
1541
1541
  material,
1542
1542
  bF,
@@ -1545,7 +1545,7 @@ normal
1545
1545
  return bI(prepared, lightDirection, pdf);
1546
1546
  }
1547
1547
 
1548
- float vK(
1548
+ float vW(
1549
1549
  vec3 tangent,
1550
1550
  J material,
1551
1551
  vec3 bF,
@@ -1553,7 +1553,7 @@ vec3 normal,
1553
1553
  vec3 lightDirection
1554
1554
  ) {
1555
1555
  float pdf;
1556
- qU(
1556
+ ri(
1557
1557
  tangent,
1558
1558
  material,
1559
1559
  bF,
@@ -1566,16 +1566,16 @@ return pdf;
1566
1566
 
1567
1567
  vec3 dv(
1568
1568
  ag prepared,
1569
- vec3 cl,
1569
+ vec3 cm,
1570
1570
  out vec3 lightDirection,
1571
1571
  out float pdf,
1572
1572
  out bool isTransmissionEvent
1573
1573
  ) {
1574
1574
  J material = prepared.material;
1575
1575
  vec3 viewLocal = prepared.viewLocal;
1576
- float cx = cl.x;
1577
- float fp = cl.y;
1578
- float bm = cl.z;
1576
+ float cy = cm.x;
1577
+ float fu = cm.y;
1578
+ float bm = cm.z;
1579
1579
  pdf = 0.0;
1580
1580
  isTransmissionEvent = false;
1581
1581
  lightDirection = prepared.basis.normal;
@@ -1599,8 +1599,8 @@ prepared.material.coatNormalEnabled ? dot(prepared.coatBasis.normal, lightDirect
1599
1599
 
1600
1600
  float cdf[OPENPBR_LOBE_COUNT];
1601
1601
  cdf[OPENPBR_LOBE_FUZZ] = prepared.probabilities[OPENPBR_LOBE_FUZZ];
1602
- for (int hR = 1; hR < OPENPBR_LOBE_COUNT; hR++) {
1603
- cdf[hR] = cdf[hR - 1] + prepared.probabilities[hR];
1602
+ for (int hU = 1; hU < OPENPBR_LOBE_COUNT; hU++) {
1603
+ cdf[hU] = cdf[hU - 1] + prepared.probabilities[hU];
1604
1604
  }
1605
1605
  if (cdf[OPENPBR_LOBE_SUBSURFACE] <= 0.0) {
1606
1606
  return vec3(0.0);
@@ -1610,24 +1610,24 @@ vec3 lightLocal;
1610
1610
  if (bm < cdf[OPENPBR_LOBE_FUZZ] || (
1611
1611
  bm >= cdf[OPENPBR_LOBE_TRANSMISSION] && bm < cdf[OPENPBR_LOBE_DIFFUSE]
1612
1612
  )) {
1613
- lightLocal = bi(vec2(cx, fp));
1613
+ lightLocal = bi(vec2(cy, fu));
1614
1614
  }
1615
1615
  else if (bm < cdf[OPENPBR_LOBE_COAT]) {
1616
- vec3 dH = viewLocal;
1617
- if (prepared.directionFrames) { dH = openpbr_to_local(prepared.coatBasis, openpbr_to_world(prepared.basis, viewLocal)); }
1616
+ vec3 dI = viewLocal;
1617
+ if (prepared.directionFrames) { dI = openpbr_to_local(prepared.coatBasis, openpbr_to_world(prepared.basis, viewLocal)); }
1618
1618
  #ifdef NUM_COAT_NORMAL_MAPS
1619
- if (material.coatNormalEnabled) { dH = prepared.coatViewLocal; }
1619
+ if (material.coatNormalEnabled) { dI = prepared.coatViewLocal; }
1620
1620
  #endif
1621
1621
  vec3 V = aQ(
1622
- dH,
1622
+ dI,
1623
1623
 
1624
- aJ(material.coatRoughness, material.coatAnisotropy),
1625
- vec2(cx, fp)
1624
+ aK(material.coatRoughness, material.coatAnisotropy),
1625
+ vec2(cy, fu)
1626
1626
  );
1627
1627
  if (V.z < 0.0) {
1628
1628
  V = -V;
1629
1629
  }
1630
- lightLocal = normalize(reflect(-dH, V));
1630
+ lightLocal = normalize(reflect(-dI, V));
1631
1631
  #ifdef NUM_COAT_NORMAL_MAPS
1632
1632
  if (material.coatNormalEnabled) {
1633
1633
  lightDirection = openpbr_to_world(prepared.coatBasis, lightLocal);
@@ -1638,19 +1638,19 @@ return bI(prepared, lightDirection, pdf);
1638
1638
  if (prepared.directionFrames) { lightLocal = openpbr_to_local(prepared.basis, openpbr_to_world(prepared.coatBasis, lightLocal)); }
1639
1639
  }
1640
1640
  else if (bm < cdf[OPENPBR_LOBE_SPECULAR]) {
1641
- bool tg = bm < cdf[OPENPBR_LOBE_METAL];
1642
- float rw = (bm - cdf[OPENPBR_LOBE_COAT]) / max(prepared.probabilities[OPENPBR_LOBE_METAL], 1e-12);
1643
- if (tg && rw < prepared.metalMsProbability) {
1644
- float z = cx;
1645
- float fi = sqrt(max(0.0, 1.0 - z * z));
1646
- float br = TWOPI * fp;
1647
- lightLocal = vec3(fi * cos(br), fi * sin(br), z);
1641
+ bool tw = bm < cdf[OPENPBR_LOBE_METAL];
1642
+ float rM = (bm - cdf[OPENPBR_LOBE_COAT]) / max(prepared.probabilities[OPENPBR_LOBE_METAL], 1e-12);
1643
+ if (tw && rM < prepared.metalMsProbability) {
1644
+ float z = cy;
1645
+ float fl = sqrt(max(0.0, 1.0 - z * z));
1646
+ float br = TWOPI * fu;
1647
+ lightLocal = vec3(fl * cos(br), fl * sin(br), z);
1648
1648
  }
1649
1649
  else {
1650
1650
  vec3 V = aQ(
1651
1651
  viewLocal,
1652
1652
  vec2(material.alphaX, material.alphaY),
1653
- vec2(cx, fp)
1653
+ vec2(cy, fu)
1654
1654
  );
1655
1655
  if (V.z < 0.0) {
1656
1656
  V = -V;
@@ -1662,23 +1662,23 @@ else if (bm < cdf[OPENPBR_LOBE_TRANSMISSION]) {
1662
1662
  isTransmissionEvent = true;
1663
1663
 
1664
1664
 
1665
- float uf = (bm - cdf[OPENPBR_LOBE_SPECULAR]) / max(prepared.probabilities[OPENPBR_LOBE_TRANSMISSION], 1e-12);
1666
- if (prepared.dielectricMsProbability > 0.0 && uf < prepared.dielectricMsProbability) {
1667
- float iU = prepared.dielectricMsReflectionRatio;
1668
- bool lM = cx < iU;
1665
+ float us = (bm - cdf[OPENPBR_LOBE_SPECULAR]) / max(prepared.probabilities[OPENPBR_LOBE_TRANSMISSION], 1e-12);
1666
+ if (prepared.dielectricMsProbability > 0.0 && us < prepared.dielectricMsProbability) {
1667
+ float ja = prepared.dielectricMsReflectionRatio;
1668
+ bool lZ = cy < ja;
1669
1669
  float z;
1670
- if (lM) { z = min(cx / iU, 0.99999994); }
1671
- else { z = -min((cx - iU) / (1.0 - iU), 0.99999994); }
1672
- float fi = sqrt(max(0.0, 1.0 - z * z));
1673
- float br = TWOPI * fp;
1674
- lightLocal = vec3(fi * cos(br), fi * sin(br), z);
1675
- isTransmissionEvent = !lM;
1670
+ if (lZ) { z = min(cy / ja, 0.99999994); }
1671
+ else { z = -min((cy - ja) / (1.0 - ja), 0.99999994); }
1672
+ float fl = sqrt(max(0.0, 1.0 - z * z));
1673
+ float br = TWOPI * fu;
1674
+ lightLocal = vec3(fl * cos(br), fl * sin(br), z);
1675
+ isTransmissionEvent = !lZ;
1676
1676
  }
1677
1677
  else {
1678
1678
  vec3 V = aQ(
1679
1679
  viewLocal,
1680
1680
  vec2(material.alphaX, material.alphaY),
1681
- vec2(cx, fp)
1681
+ vec2(cy, fu)
1682
1682
  );
1683
1683
  if (V.z < 0.0) {
1684
1684
  V = -V;
@@ -1700,8 +1700,8 @@ prepared.thinFilmExteriorIor
1700
1700
  );
1701
1701
  }
1702
1702
  if (material.thinWalled) {
1703
- vec3 hW = normalize(reflect(-viewLocal, V));
1704
- lightLocal = vec3(hW.xy, -hW.z);
1703
+ vec3 hZ = normalize(reflect(-viewLocal, V));
1704
+ lightLocal = vec3(hZ.xy, -hZ.z);
1705
1705
  }
1706
1706
  else {
1707
1707
  lightLocal = refract(
@@ -1720,13 +1720,13 @@ lightLocal = normalize(lightLocal);
1720
1720
  else {
1721
1721
  isTransmissionEvent = true;
1722
1722
  if (material.thinWalled) {
1723
- float ky = cx;
1724
- bool pH = ky >= 0.5;
1725
- cx = pH
1726
- ? (ky - 0.5) * 2.0
1727
- : ky * 2.0;
1728
- lightLocal = bi(vec2(cx, fp));
1729
- if (pH) {
1723
+ float kK = cy;
1724
+ bool pT = kK >= 0.5;
1725
+ cy = pT
1726
+ ? (kK - 0.5) * 2.0
1727
+ : kK * 2.0;
1728
+ lightLocal = bi(vec2(cy, fu));
1729
+ if (pT) {
1730
1730
  lightLocal.z = -lightLocal.z;
1731
1731
  }
1732
1732
  else {
@@ -1734,7 +1734,7 @@ isTransmissionEvent = false;
1734
1734
  }
1735
1735
  }
1736
1736
  else {
1737
- lightLocal = bi(vec2(cx, fp));
1737
+ lightLocal = bi(vec2(cy, fu));
1738
1738
  lightLocal.z = -lightLocal.z;
1739
1739
  }
1740
1740
  }
@@ -1751,17 +1751,17 @@ if (material.coatNormalEnabled &&
1751
1751
  return bI(prepared, lightDirection, pdf);
1752
1752
  }
1753
1753
 
1754
- vec3 su(
1754
+ vec3 sJ(
1755
1755
  vec3 tangent,
1756
1756
  J material,
1757
- vec3 cl,
1757
+ vec3 cm,
1758
1758
  vec3 bF,
1759
1759
  vec3 normal,
1760
1760
  out vec3 lightDirection,
1761
1761
  out float pdf,
1762
1762
  out bool isTransmissionEvent
1763
1763
  ) {
1764
- ag prepared = eG(tangent, material, bF, normal);
1765
- return dv(prepared, cl, lightDirection, pdf, isTransmissionEvent);
1764
+ ag prepared = eH(tangent, material, bF, normal);
1765
+ return dv(prepared, cm, lightDirection, pdf, isTransmissionEvent);
1766
1766
  }`;
1767
1767
  //# sourceMappingURL=openPbrBsdf.glsl.js.map