@meimu/mutracer 0.2.0 → 0.3.0

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 (211) hide show
  1. package/README.md +3 -0
  2. package/dist/assets/bvh.worker.js +1 -1
  3. package/dist/mutracer.umd.js +8949 -7915
  4. package/docs/api.md +42 -21
  5. package/docs/caustics.md +80 -0
  6. package/docs/materials.md +5 -4
  7. package/docs/progressive-rendering.md +50 -9
  8. package/docs/technical/continuous-spectrum.md +93 -0
  9. package/docs/updates.md +3 -1
  10. package/docs/viewer-checklist.md +65 -0
  11. package/docs/viewer.md +7 -5
  12. package/lib/Display.js +1 -1
  13. package/lib/Display.js.map +1 -1
  14. package/lib/Engine.d.ts +2 -0
  15. package/lib/Engine.js +47 -12
  16. package/lib/Engine.js.map +1 -1
  17. package/lib/Render.d.ts +61 -13
  18. package/lib/Render.js +169 -19
  19. package/lib/Render.js.map +1 -1
  20. package/lib/RenderLoop.d.ts +7 -3
  21. package/lib/RenderLoop.js +68 -44
  22. package/lib/RenderLoop.js.map +1 -1
  23. package/lib/main.d.ts +1 -1
  24. package/lib/main.js.map +1 -1
  25. package/lib/oidn.d.ts +1 -1
  26. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  27. package/lib/renderer/GPUTraceQueue.d.ts +2 -1
  28. package/lib/renderer/GPUTraceQueue.js +3 -1
  29. package/lib/renderer/GPUTraceQueue.js.map +1 -1
  30. package/lib/renderer/RenderingPipeline.d.ts +4 -0
  31. package/lib/renderer/RenderingPipeline.js.map +1 -1
  32. package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
  33. package/lib/renderer/WGPUCausticLightPass.js +217 -0
  34. package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
  35. package/lib/renderer/WGPUEnvMapDistribution.js +18 -18
  36. package/lib/renderer/WGPUFullQuadPass.js +3 -3
  37. package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
  38. package/lib/renderer/WGPUPhotonMap.js +191 -0
  39. package/lib/renderer/WGPUPhotonMap.js.map +1 -0
  40. package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
  41. package/lib/renderer/WGPURayTraceOutput.js +122 -28
  42. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  43. package/lib/renderer/WGPURayTracePass.d.ts +48 -17
  44. package/lib/renderer/WGPURayTracePass.js +538 -340
  45. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  46. package/lib/renderer/WGPURenderingPipeline.js +83 -47
  47. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  48. package/lib/renderer/WebGLFullQuadPass.d.ts +2 -1
  49. package/lib/renderer/WebGLFullQuadPass.js +4 -0
  50. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  51. package/lib/renderer/WebGLJNLMDenoiser.js +66 -66
  52. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  53. package/lib/renderer/WebGLRayTracePass.d.ts +6 -1
  54. package/lib/renderer/WebGLRayTracePass.js +43 -6
  55. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  56. package/lib/renderer/WebGLRenderingPipeline.js +10 -14
  57. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  58. package/lib/renderer/WebGLSkyBaker.js +60 -60
  59. package/lib/renderer/accumulationTarget.d.ts +2 -1
  60. package/lib/renderer/accumulationTarget.js.map +1 -1
  61. package/lib/renderer/causticDiagnostics.d.ts +31 -0
  62. package/lib/renderer/causticDiagnostics.js +5 -0
  63. package/lib/renderer/causticDiagnostics.js.map +1 -0
  64. package/lib/renderer/causticEmission.d.ts +10 -0
  65. package/lib/renderer/causticEmission.js +40 -0
  66. package/lib/renderer/causticEmission.js.map +1 -0
  67. package/lib/renderer/causticUniform.d.ts +12 -0
  68. package/lib/renderer/causticUniform.js +22 -0
  69. package/lib/renderer/causticUniform.js.map +1 -0
  70. package/lib/renderer/caustics.d.ts +16 -0
  71. package/lib/renderer/caustics.js +93 -0
  72. package/lib/renderer/caustics.js.map +1 -0
  73. package/lib/renderer/glsl/aovDisplay.frag.js +5 -5
  74. package/lib/renderer/glsl/aovReflectance.glsl.js +53 -53
  75. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +1 -1
  76. package/lib/renderer/glsl/aovTrace.frag.js +33 -33
  77. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -9
  78. package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
  79. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
  80. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
  81. package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -73
  82. package/lib/renderer/glsl/chunks/intersect.glsl.js +426 -428
  83. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  84. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
  85. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +156 -153
  86. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  87. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +771 -771
  88. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  89. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  90. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
  91. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +68 -63
  92. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  93. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +94 -76
  94. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
  95. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
  96. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +140 -117
  97. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
  98. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +14 -14
  99. package/lib/renderer/glsl/chunks/sampling.glsl.js +89 -92
  100. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
  101. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  102. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  103. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
  104. package/lib/renderer/glsl/depthQuery.frag.js +2 -2
  105. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +10 -10
  106. package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
  107. package/lib/renderer/glsl/rayTrace.frag.js +260 -237
  108. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  109. package/lib/renderer/glsl/shadowCatcher.frag.js +26 -26
  110. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  111. package/lib/renderer/glsl/webglPipeline.frag.js +59 -59
  112. package/lib/renderer/lightSampling.d.ts +3 -2
  113. package/lib/renderer/lightSampling.js +14 -8
  114. package/lib/renderer/lightSampling.js.map +1 -1
  115. package/lib/renderer/progressiveScheduler.js +4 -3
  116. package/lib/renderer/progressiveScheduler.js.map +1 -1
  117. package/lib/renderer/renderPipeline.d.ts +1 -0
  118. package/lib/renderer/renderPipeline.js.map +1 -1
  119. package/lib/renderer/researchTransport.d.ts +31 -0
  120. package/lib/renderer/researchTransport.js +5 -0
  121. package/lib/renderer/researchTransport.js.map +1 -0
  122. package/lib/renderer/sceneLayoutSchema.d.ts +1 -0
  123. package/lib/renderer/sceneLayoutSchema.js +2 -2
  124. package/lib/renderer/sceneLayoutSchema.js.map +1 -1
  125. package/lib/renderer/scratchSampling.js +6 -6
  126. package/lib/renderer/spectrum.d.ts +21 -0
  127. package/lib/renderer/spectrum.js +154 -0
  128. package/lib/renderer/spectrum.js.map +1 -0
  129. package/lib/renderer/webglLightSampling.d.ts +39 -0
  130. package/lib/renderer/webglLightSampling.js +15 -0
  131. package/lib/renderer/webglLightSampling.js.map +1 -0
  132. package/lib/renderer/wgpuBindlessSource.js +3 -3
  133. package/lib/renderer/wgpuShaderSource.d.ts +7 -0
  134. package/lib/renderer/wgpuShaderSource.js +2 -0
  135. package/lib/renderer/wgpuShaderSource.js.map +1 -1
  136. package/lib/renderer/wgsl/aovDisplay.wgsl.js +9 -9
  137. package/lib/renderer/wgsl/aovReflectance.wgsl.js +55 -55
  138. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +1 -1
  139. package/lib/renderer/wgsl/aovResolve.wgsl.js +2 -2
  140. package/lib/renderer/wgsl/aovSnapshot.wgsl.js +1 -1
  141. package/lib/renderer/wgsl/aovTrace.wgsl.js +33 -33
  142. package/lib/renderer/wgsl/bloom.wgsl.js +18 -18
  143. package/lib/renderer/wgsl/causticLight.compute.d.ts +6 -0
  144. package/lib/renderer/wgsl/causticLight.compute.js +537 -0
  145. package/lib/renderer/wgsl/causticLight.compute.js.map +1 -0
  146. package/lib/renderer/wgsl/chunks/background.wgsl.d.ts +2 -0
  147. package/lib/renderer/wgsl/chunks/background.wgsl.js +102 -0
  148. package/lib/renderer/wgsl/chunks/background.wgsl.js.map +1 -0
  149. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.d.ts +2 -0
  150. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js +12 -0
  151. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js.map +1 -0
  152. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.d.ts +2 -0
  153. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js +16 -0
  154. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js.map +1 -0
  155. package/lib/renderer/wgsl/chunks/caustics.wgsl.d.ts +1 -0
  156. package/lib/renderer/wgsl/chunks/caustics.wgsl.js +62 -0
  157. package/lib/renderer/wgsl/chunks/caustics.wgsl.js.map +1 -0
  158. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  159. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +37 -37
  160. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +598 -592
  161. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  162. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +14 -14
  163. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +2 -1
  164. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +75 -73
  165. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  166. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +794 -794
  167. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
  168. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  169. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +2 -1
  170. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +35 -25
  171. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  172. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
  173. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +142 -138
  174. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
  175. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.d.ts +1 -1
  176. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +204 -187
  177. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
  178. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
  179. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +11 -11
  180. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
  181. package/lib/renderer/wgsl/chunks/sampling.wgsl.d.ts +1 -1
  182. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +89 -93
  183. package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -1
  184. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
  185. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
  186. package/lib/renderer/wgsl/compose.frag.wgsl.js +98 -98
  187. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  188. package/lib/renderer/wgsl/depthQuery.wgsl.js +2 -2
  189. package/lib/renderer/wgsl/jnlm.compute.js +74 -74
  190. package/lib/renderer/wgsl/offlineAdaptive.compute.js +25 -25
  191. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +3 -3
  192. package/lib/renderer/wgsl/photonMap.compute.d.ts +29 -0
  193. package/lib/renderer/wgsl/photonMap.compute.js +352 -0
  194. package/lib/renderer/wgsl/photonMap.compute.js.map +1 -0
  195. package/lib/renderer/wgsl/proceduralSky.compute.js +64 -64
  196. package/lib/renderer/wgsl/rayTrace.compute.d.ts +9 -1
  197. package/lib/renderer/wgsl/rayTrace.compute.js +448 -522
  198. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  199. package/lib/scene/MaterialState.d.ts +2 -2
  200. package/lib/scene/MaterialState.js +2 -2
  201. package/lib/scene/MaterialState.js.map +1 -1
  202. package/lib/settings/render.d.ts +11 -0
  203. package/lib/settings/render.js +1 -0
  204. package/lib/settings/render.js.map +1 -1
  205. package/lib/util/fromTHREE.js +2 -2
  206. package/lib/util/fromTHREE.js.map +1 -1
  207. package/lib/version.d.ts +1 -1
  208. package/lib/version.js +1 -1
  209. package/lib/version.js.map +1 -1
  210. package/llms.txt +2 -1
  211. package/package.json +3 -3
@@ -26,16 +26,16 @@ const int OPENPBR_LOBE_DIFFUSE = 5;
26
26
  const int OPENPBR_LOBE_SUBSURFACE = 6;
27
27
  const int OPENPBR_LOBE_COUNT = 7;
28
28
 
29
- struct bq {
29
+ struct OpenPbrBasis {
30
30
  vec3 tangent;
31
31
  vec3 bitangent;
32
32
  vec3 normal;
33
33
  };
34
34
 
35
- struct ag {
35
+ struct OpenPbrPreparedBsdf {
36
36
  OpenPbrResolvedMaterial material;
37
- bq basis;
38
- bq coatBasis;
37
+ OpenPbrBasis basis;
38
+ OpenPbrBasis coatBasis;
39
39
  bool directionFrames;
40
40
  #ifdef USE_COAT_NORMAL_FRAMES
41
41
  vec3 coatViewLocal;
@@ -64,250 +64,250 @@ float weights[OPENPBR_LOBE_COUNT];
64
64
  float probabilities[OPENPBR_LOBE_COUNT];
65
65
  };
66
66
 
67
- float aE(vec3 color) {
67
+ float aB(vec3 color) {
68
68
  return dot(color, vec3(0.212671, 0.715160, 0.072169));
69
69
  }
70
70
 
71
- float dd(float bE) {
72
- float value = (bE - 1.0) / (bE + 1.0);
71
+ float cO(float bq) {
72
+ float value = (bq - 1.0) / (bq + 1.0);
73
73
  return value * value;
74
74
  }
75
75
 
76
- float bi(
77
- float bE,
76
+ float bb(
77
+ float bq,
78
78
  float specularWeight
79
79
  ) {
80
- float uh = min(
81
- dd(bE) * specularWeight,
80
+ float uj = min(
81
+ cO(bq) * specularWeight,
82
82
  0.9999
83
83
  );
84
- float uj = sqrt(uh);
85
- float lR = (1.0 + uj) / (1.0 - uj);
86
- return bE < 1.0 ? 1.0 / lR : lR;
84
+ float ul = sqrt(uj);
85
+ float lC = (1.0 + ul) / (1.0 - ul);
86
+ return bq < 1.0 ? 1.0 / lC : lC;
87
87
  }
88
88
 
89
- float af(float ci, float relativeIor) {
89
+ float ae(float ct, float relativeIor) {
90
90
  if (abs(relativeIor - 1.0) < 1e-6) {
91
91
  return 0.0;
92
92
  }
93
- return cC(ci, relativeIor);
93
+ return sampling_dielectric_fresnel(ct, relativeIor);
94
94
  }
95
95
 
96
- float aG(float ior) {
96
+ float aE(float ior) {
97
97
  if (ior < 1.0) {
98
98
  return 15.0 - ((1.0 / ior - 1.0) / 1.5) * 15.0;
99
99
  }
100
100
  return 16.0 + ((ior - 1.0) / 1.5) * 15.0;
101
101
  }
102
102
 
103
- float F(int tB, int row) {
104
- return texelFetch(openPbrEnergyLut, ivec2(tB, row), 0).r;
103
+ float F(int tC, int row) {
104
+ return texelFetch(openPbrEnergyLut, ivec2(tC, row), 0).r;
105
105
  }
106
106
 
107
- float gt(
108
- float dU,
109
- float bV,
110
- float im
107
+ float gd(
108
+ float dH,
109
+ float bM,
110
+ float hN
111
111
  ) {
112
- float bH = clamp(dU, 0.0, 31.0);
113
- float aL = clamp(bV, 0.0, 31.0);
114
- float bD = clamp(im, 0.0, 31.0);
115
- int ef = int(floor(bH));
116
- int aT = int(floor(aL));
117
- int cQ = int(floor(bD));
118
- int hU = min(ef + 1, 31);
119
- int cu = min(aT + 1, 31);
120
- int fb = min(cQ + 1, 31);
121
- float cv = bH - float(ef);
122
- float cI = aL - float(aT);
123
- float lj = bD - float(cQ);
124
-
125
- float wb = F(cQ, ef * 32 + aT);
126
- float wc = F(fb, ef * 32 + aT);
127
- float wd = F(cQ, ef * 32 + cu);
128
- float wf = F(fb, ef * 32 + cu);
129
- float wg = F(cQ, hU * 32 + aT);
130
- float wh = F(fb, hU * 32 + aT);
131
- float wi = F(cQ, hU * 32 + cu);
132
- float wj = F(fb, hU * 32 + cu);
133
- float v00 = mix(wb, wg, cv);
134
- float v01 = mix(wc, wh, cv);
135
- float v10 = mix(wd, wi, cv);
136
- float v11 = mix(wf, wj, cv);
112
+ float br = clamp(dH, 0.0, 31.0);
113
+ float aK = clamp(bM, 0.0, 31.0);
114
+ float bp = clamp(hN, 0.0, 31.0);
115
+ int dP = int(floor(br));
116
+ int aP = int(floor(aK));
117
+ int cD = int(floor(bp));
118
+ int hB = min(dP + 1, 31);
119
+ int ch = min(aP + 1, 31);
120
+ int eK = min(cD + 1, 31);
121
+ float ci = br - float(dP);
122
+ float cq = aK - float(aP);
123
+ float kR = bp - float(cD);
124
+
125
+ float wv = F(cD, dP * 32 + aP);
126
+ float ww = F(eK, dP * 32 + aP);
127
+ float wx = F(cD, dP * 32 + ch);
128
+ float wy = F(eK, dP * 32 + ch);
129
+ float wB = F(cD, hB * 32 + aP);
130
+ float wC = F(eK, hB * 32 + aP);
131
+ float wE = F(cD, hB * 32 + ch);
132
+ float wF = F(eK, hB * 32 + ch);
133
+ float v00 = mix(wv, wB, ci);
134
+ float v01 = mix(ww, wC, ci);
135
+ float v10 = mix(wx, wE, ci);
136
+ float v11 = mix(wy, wF, ci);
137
137
  return mix(
138
- mix(v00, v10, cI),
139
- mix(v01, v11, cI),
140
- lj
141
- );
142
- }
143
-
144
- float gS(float dU, float bV) {
145
- float bH = clamp(dU, 0.0, 31.0);
146
- float aL = clamp(bV, 0.0, 31.0);
147
- int ef = int(floor(bH));
148
- int aT = int(floor(aL));
149
- int hU = min(ef + 1, 31);
150
- int cu = min(aT + 1, 31);
151
- float cv = bH - float(ef);
152
- float cI = aL - float(aT);
153
- float v00 = F(aT, 1024 + ef);
154
- float v01 = F(cu, 1024 + ef);
155
- float v10 = F(aT, 1024 + hU);
156
- float v11 = F(cu, 1024 + hU);
138
+ mix(v00, v10, cq),
139
+ mix(v01, v11, cq),
140
+ kR
141
+ );
142
+ }
143
+
144
+ float gA(float dH, float bM) {
145
+ float br = clamp(dH, 0.0, 31.0);
146
+ float aK = clamp(bM, 0.0, 31.0);
147
+ int dP = int(floor(br));
148
+ int aP = int(floor(aK));
149
+ int hB = min(dP + 1, 31);
150
+ int ch = min(aP + 1, 31);
151
+ float ci = br - float(dP);
152
+ float cq = aK - float(aP);
153
+ float v00 = F(aP, 1024 + dP);
154
+ float v01 = F(ch, 1024 + dP);
155
+ float v10 = F(aP, 1024 + hB);
156
+ float v11 = F(ch, 1024 + hB);
157
157
  return mix(
158
- mix(v00, v10, cv),
159
- mix(v01, v11, cv),
160
- cI
158
+ mix(v00, v10, ci),
159
+ mix(v01, v11, ci),
160
+ cq
161
161
  );
162
162
  }
163
163
 
164
164
 
165
165
 
166
- float ev(
167
- float dU,
168
- float bV,
169
- float im
166
+ float ee(
167
+ float dH,
168
+ float bM,
169
+ float hN
170
170
  ) {
171
- float bH = clamp(dU, 0.0, 31.0);
172
- float aL = clamp(bV, 0.0, 31.0);
173
- float bD = clamp(im, 0.0, 31.0);
174
- int ef = int(floor(bH));
175
- int aT = int(floor(aL));
176
- int cQ = int(floor(bD));
177
- int hU = min(ef + 1, 31);
178
- int cu = min(aT + 1, 31);
179
- int fb = min(cQ + 1, 31);
180
- float cv = bH - float(ef);
181
- float cI = aL - float(aT);
182
- float lj = bD - float(cQ);
183
-
184
- float wb = F(cQ, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + ef * 32 + aT);
185
- float wc = F(fb, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + ef * 32 + aT);
186
- float wd = F(cQ, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + ef * 32 + cu);
187
- float wf = F(fb, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + ef * 32 + cu);
188
- float wg = F(cQ, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hU * 32 + aT);
189
- float wh = F(fb, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hU * 32 + aT);
190
- float wi = F(cQ, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hU * 32 + cu);
191
- float wj = F(fb, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hU * 32 + cu);
192
- float v00 = mix(wb, wg, cv);
193
- float v01 = mix(wc, wh, cv);
194
- float v10 = mix(wd, wi, cv);
195
- float v11 = mix(wf, wj, cv);
171
+ float br = clamp(dH, 0.0, 31.0);
172
+ float aK = clamp(bM, 0.0, 31.0);
173
+ float bp = clamp(hN, 0.0, 31.0);
174
+ int dP = int(floor(br));
175
+ int aP = int(floor(aK));
176
+ int cD = int(floor(bp));
177
+ int hB = min(dP + 1, 31);
178
+ int ch = min(aP + 1, 31);
179
+ int eK = min(cD + 1, 31);
180
+ float ci = br - float(dP);
181
+ float cq = aK - float(aP);
182
+ float kR = bp - float(cD);
183
+
184
+ float wv = F(cD, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dP * 32 + aP);
185
+ float ww = F(eK, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dP * 32 + aP);
186
+ float wx = F(cD, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dP * 32 + ch);
187
+ float wy = F(eK, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + dP * 32 + ch);
188
+ float wB = F(cD, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hB * 32 + aP);
189
+ float wC = F(eK, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hB * 32 + aP);
190
+ float wE = F(cD, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hB * 32 + ch);
191
+ float wF = F(eK, ${OPENPBR_DIELECTRIC_ENERGY_LUT_ROW} + hB * 32 + ch);
192
+ float v00 = mix(wv, wB, ci);
193
+ float v01 = mix(ww, wC, ci);
194
+ float v10 = mix(wx, wE, ci);
195
+ float v11 = mix(wy, wF, ci);
196
196
  return mix(
197
- mix(v00, v10, cI),
198
- mix(v01, v11, cI),
199
- lj
200
- );
201
- }
202
-
203
- float eu(float dU, float bV) {
204
- float bH = clamp(dU, 0.0, 31.0);
205
- float aL = clamp(bV, 0.0, 31.0);
206
- int ef = int(floor(bH));
207
- int aT = int(floor(aL));
208
- int hU = min(ef + 1, 31);
209
- int cu = min(aT + 1, 31);
210
- float cv = bH - float(ef);
211
- float cI = aL - float(aT);
212
- float v00 = F(aT, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + ef);
213
- float v01 = F(cu, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + ef);
214
- float v10 = F(aT, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + hU);
215
- float v11 = F(cu, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + hU);
197
+ mix(v00, v10, cq),
198
+ mix(v01, v11, cq),
199
+ kR
200
+ );
201
+ }
202
+
203
+ float ec(float dH, float bM) {
204
+ float br = clamp(dH, 0.0, 31.0);
205
+ float aK = clamp(bM, 0.0, 31.0);
206
+ int dP = int(floor(br));
207
+ int aP = int(floor(aK));
208
+ int hB = min(dP + 1, 31);
209
+ int ch = min(aP + 1, 31);
210
+ float ci = br - float(dP);
211
+ float cq = aK - float(aP);
212
+ float v00 = F(aP, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + dP);
213
+ float v01 = F(ch, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + dP);
214
+ float v10 = F(aP, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + hB);
215
+ float v11 = F(ch, ${OPENPBR_DIELECTRIC_ENERGY_LUT_AVERAGE_ROW} + hB);
216
216
  return mix(
217
- mix(v00, v10, cv),
218
- mix(v01, v11, cv),
219
- cI
220
- );
221
- }
222
-
223
- float eR(float dU, float bV) {
224
- float bH = clamp(dU, 0.0, 31.0);
225
- float aL = clamp(bV, 0.0, 31.0);
226
- int ef = int(floor(bH));
227
- int aT = int(floor(aL));
228
- int hU = min(ef + 1, 31);
229
- int cu = min(aT + 1, 31);
230
- float cv = bH - float(ef);
231
- float cI = aL - float(aT);
232
- float v00 = F(aT, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + ef);
233
- float v01 = F(cu, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + ef);
234
- float v10 = F(aT, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + hU);
235
- float v11 = F(cu, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + hU);
217
+ mix(v00, v10, ci),
218
+ mix(v01, v11, ci),
219
+ cq
220
+ );
221
+ }
222
+
223
+ float eC(float dH, float bM) {
224
+ float br = clamp(dH, 0.0, 31.0);
225
+ float aK = clamp(bM, 0.0, 31.0);
226
+ int dP = int(floor(br));
227
+ int aP = int(floor(aK));
228
+ int hB = min(dP + 1, 31);
229
+ int ch = min(aP + 1, 31);
230
+ float ci = br - float(dP);
231
+ float cq = aK - float(aP);
232
+ float v00 = F(aP, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + dP);
233
+ float v01 = F(ch, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + dP);
234
+ float v10 = F(aP, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + hB);
235
+ float v11 = F(ch, ${OPENPBR_DIELECTRIC_REFLECTION_RATIO_LUT_ROW} + hB);
236
236
  return mix(
237
- mix(v00, v10, cv),
238
- mix(v01, v11, cv),
239
- cI
237
+ mix(v00, v10, ci),
238
+ mix(v01, v11, ci),
239
+ cq
240
240
  );
241
241
  }
242
242
 
243
- float bb(float ior, float alpha, float cosine) {
244
- return ev(aG(ior), sqrt(alpha) * 31.0, cosine * 31.0);
243
+ float aV(float ior, float alpha, float cosine) {
244
+ return ee(aE(ior), sqrt(alpha) * 31.0, cosine * 31.0);
245
245
  }
246
- float bf(float ior, float alpha) {
247
- return eu(aG(ior), sqrt(alpha) * 31.0);
246
+ float aY(float ior, float alpha) {
247
+ return ec(aE(ior), sqrt(alpha) * 31.0);
248
248
  }
249
- float ck(float ior, float alpha) {
250
- return eR(aG(ior), sqrt(alpha) * 31.0);
249
+ float bU(float ior, float alpha) {
250
+ return eC(aE(ior), sqrt(alpha) * 31.0);
251
251
  }
252
252
 
253
253
 
254
- float aV(float alpha, float cosine) {
255
- float iF = clamp(sqrt(alpha) * 31.0, 0.0, 31.0);
256
- float bD = clamp(cosine * 31.0, 0.0, 31.0);
257
- int r0 = int(floor(iF));
258
- int c0 = int(floor(bD));
254
+ float aR(float alpha, float cosine) {
255
+ float ie = clamp(sqrt(alpha) * 31.0, 0.0, 31.0);
256
+ float bp = clamp(cosine * 31.0, 0.0, 31.0);
257
+ int r0 = int(floor(ie));
258
+ int c0 = int(floor(bp));
259
259
  int r1 = min(r0 + 1, 31);
260
260
  int c1 = min(c0 + 1, 31);
261
261
  return mix(
262
- mix(F(c0, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r0), F(c1, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r0), fract(bD)),
263
- mix(F(c0, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r1), F(c1, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r1), fract(bD)),
264
- fract(iF));
262
+ mix(F(c0, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r0), F(c1, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r0), fract(bp)),
263
+ mix(F(c0, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r1), F(c1, ${OPENPBR_METAL_ENERGY_LUT_ROW} + r1), fract(bp)),
264
+ fract(ie));
265
265
  }
266
266
 
267
- float cD(float alpha) {
267
+ float cl(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}),
271
271
  F(min(i0 + 1, 31), ${OPENPBR_METAL_ENERGY_LUT_AVERAGE_ROW}), fract(index));
272
272
  }
273
273
 
274
- float bd(float value, float ior) {
274
+ float aX(float value, float ior) {
275
275
  if (ior > 2.5 || ior < 0.4) {
276
- float vu = dd(2.5);
277
- float progress = (dd(ior) - vu) / (1.0 - vu);
276
+ float vH = cO(2.5);
277
+ float progress = (cO(ior) - vH) / (1.0 - vH);
278
278
  return (1.0 - progress) * value;
279
279
  }
280
280
  return value;
281
281
  }
282
282
 
283
- float aw(
283
+ float ar(
284
284
  float ior,
285
285
  float alpha,
286
286
  float cosine
287
287
  ) {
288
- float value = gt(
289
- aG(ior),
288
+ float value = gd(
289
+ aE(ior),
290
290
  sqrt(alpha) * 31.0,
291
291
  cosine * 31.0
292
292
  );
293
- return bd(value, ior);
293
+ return aX(value, ior);
294
294
  }
295
295
 
296
- float cA(float ior, float alpha) {
297
- float value = gS(
298
- aG(ior),
296
+ float cj(float ior, float alpha) {
297
+ float value = gA(
298
+ aE(ior),
299
299
  sqrt(alpha) * 31.0
300
300
  );
301
- return bd(value, ior);
301
+ return aX(value, ior);
302
302
  }
303
303
 
304
- vec3 openpbr_to_world(bq basis, vec3 direction) {
304
+ vec3 openpbr_to_world(OpenPbrBasis basis, vec3 direction) {
305
305
  return direction.x * basis.tangent
306
306
  + direction.y * basis.bitangent
307
307
  + direction.z * basis.normal;
308
308
  }
309
309
 
310
- vec3 openpbr_to_local(bq basis, vec3 direction) {
310
+ vec3 openpbr_to_local(OpenPbrBasis basis, vec3 direction) {
311
311
  return vec3(
312
312
  dot(direction, basis.tangent),
313
313
  dot(direction, basis.bitangent),
@@ -315,19 +315,19 @@ dot(direction, basis.normal)
315
315
  );
316
316
  }
317
317
 
318
- bq fD(
319
- vec3 aX,
318
+ OpenPbrBasis ff(
319
+ vec3 aS,
320
320
  vec3 normal,
321
321
  float anisotropy
322
322
  ) {
323
- bq basis;
323
+ OpenPbrBasis basis;
324
324
  basis.normal = normal;
325
325
  basis.tangent = vec3(0.0);
326
326
  #ifdef USE_TANGENT
327
- basis.tangent = aX;
327
+ basis.tangent = aS;
328
328
  #endif
329
329
  if (dot(basis.tangent, basis.tangent) < 0.001 || anisotropy <= 0.0) {
330
- aP(normal, basis.tangent, basis.bitangent);
330
+ sampling_orthonormal_basis(normal, basis.tangent, basis.bitangent);
331
331
  }
332
332
  else {
333
333
  basis.bitangent = normalize(cross(normal, basis.tangent));
@@ -336,310 +336,310 @@ basis.tangent = normalize(cross(basis.bitangent, normal));
336
336
  return basis;
337
337
  }
338
338
 
339
- float kF(
340
- float aB,
341
- float am,
339
+ float ki(
340
+ float av,
341
+ float ai,
342
342
  float J,
343
- float ae
343
+ float ad
344
344
  ) {
345
- return (aB * J - am * ae)
346
- / (aB * J + am * ae);
345
+ return (av * J - ai * ad)
346
+ / (av * J + ai * ad);
347
347
  }
348
348
 
349
- float kE(
350
- float aB,
351
- float am,
349
+ float kh(
350
+ float av,
351
+ float ai,
352
352
  float J,
353
- float ae
353
+ float ad
354
354
  ) {
355
- return (am * J - aB * ae)
356
- / (aB * ae + am * J);
355
+ return (ai * J - av * ad)
356
+ / (av * ad + ai * J);
357
357
  }
358
358
 
359
- float ht(
360
- float aB,
361
- float am,
359
+ float gZ(
360
+ float av,
361
+ float ai,
362
362
  float J,
363
- float ae
363
+ float ad
364
364
  ) {
365
- return 2.0 * aB * J
366
- / (aB * J + am * ae);
365
+ return 2.0 * av * J
366
+ / (av * J + ai * ad);
367
367
  }
368
368
 
369
- float hs(
370
- float aB,
371
- float am,
369
+ float gY(
370
+ float av,
371
+ float ai,
372
372
  float J,
373
- float ae
373
+ float ad
374
374
  ) {
375
- return 2.0 * aB * J
376
- / (aB * ae + am * J);
375
+ return 2.0 * av * J
376
+ / (av * ad + ai * J);
377
377
  }
378
378
 
379
- vec2 aY(vec2 a, vec2 b) {
379
+ vec2 aT(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
 
383
- vec2 bj(vec2 a, vec2 b) {
384
- float aq = max(dot(b, b), 1e-9);
383
+ vec2 bc(vec2 a, vec2 b) {
384
+ float ah = max(dot(b, b), 1e-9);
385
385
  return vec2(
386
- (a.x * b.x + a.y * b.y) / aq,
387
- (a.y * b.x - a.x * b.y) / aq
386
+ (a.x * b.x + a.y * b.y) / ah,
387
+ (a.y * b.x - a.x * b.y) / ah
388
388
  );
389
389
  }
390
390
 
391
- vec2 iA(vec2 value) {
392
- float gR = length(value);
393
- float uf = sqrt(max(0.0, 0.5 * (gR + value.x)));
394
- float fw = sqrt(max(0.0, 0.5 * (gR - value.x)));
395
- return vec2(uf, value.y >= 0.0 ? fw : -fw);
391
+ vec2 hV(vec2 value) {
392
+ float gz = length(value);
393
+ float ui = sqrt(max(0.0, 0.5 * (gz + value.x)));
394
+ float fc = sqrt(max(0.0, 0.5 * (gz - value.x)));
395
+ return vec2(ui, value.y >= 0.0 ? fc : -fc);
396
396
  }
397
397
 
398
- vec2 ce(
398
+ vec2 bR(
399
399
  float J,
400
- float aB,
401
- vec2 am,
402
- bool rM
400
+ float av,
401
+ vec2 ai,
402
+ bool rH
403
403
  ) {
404
- float pg = sqrt(max(0.0, 1.0 - J * J));
405
- vec2 tP = bj(vec2(aB, 0.0), am);
406
- vec2 hQ = tP * pg;
407
- vec2 ae = iA(
408
- vec2(1.0, 0.0) - aY(hQ, hQ)
404
+ float oV = sqrt(max(0.0, 1.0 - J * J));
405
+ vec2 tR = bc(vec2(av, 0.0), ai);
406
+ vec2 hx = tR * oV;
407
+ vec2 ad = hV(
408
+ vec2(1.0, 0.0) - aT(hx, hx)
409
409
  );
410
- if (aY(am, ae).y < 0.0) {
411
- ae = -ae;
410
+ if (aT(ai, ad).y < 0.0) {
411
+ ad = -ad;
412
412
  }
413
413
 
414
- vec2 fZ = vec2(aB * J, 0.0);
415
- vec2 eJ = aY(am, ae);
416
- if (rM) {
417
- vec2 cl = am * J;
418
- vec2 cj = ae * aB;
419
- return bj(
420
- cl - cj,
421
- cl + cj
414
+ vec2 fL = vec2(av * J, 0.0);
415
+ vec2 eu = aT(ai, ad);
416
+ if (rH) {
417
+ vec2 bW = ai * J;
418
+ vec2 bT = ad * av;
419
+ return bc(
420
+ bW - bT,
421
+ bW + bT
422
422
  );
423
423
  }
424
- return bj(
425
- fZ - eJ,
426
- fZ + eJ
424
+ return bc(
425
+ fL - eu,
426
+ fL + eu
427
427
  );
428
428
  }
429
429
 
430
- float eE(
431
- float iZ,
432
- float ha,
433
- float pw,
434
- float nL,
435
- vec2 kL,
430
+ float em(
431
+ float iI,
432
+ float gJ,
433
+ float pk,
434
+ float nA,
435
+ vec2 ko,
436
436
  float phase
437
437
  ) {
438
- vec2 ol = vec2(cos(phase), sin(phase));
439
- vec2 iD = aY(kL, ol);
440
- vec2 lv = iD * (ha * nL);
441
- vec2 aq = vec2(1.0, 0.0) - iD * pw;
442
- vec2 hP = vec2(iZ, 0.0)
443
- + bj(lv, aq);
444
- return dot(hP, hP);
438
+ vec2 nZ = vec2(cos(phase), sin(phase));
439
+ vec2 hY = aT(ko, nZ);
440
+ vec2 iF = hY * (gJ * nA);
441
+ vec2 ah = vec2(1.0, 0.0) - hY * pk;
442
+ vec2 hw = vec2(iI, 0.0)
443
+ + bc(iF, ah);
444
+ return dot(hw, hw);
445
445
  }
446
446
 
447
- float au(
447
+ float ap(
448
448
  float J,
449
449
  float wavelength,
450
- float ct,
451
- float aR,
452
- float cn,
453
- vec2 eG
450
+ float cf,
451
+ float aN,
452
+ float bY,
453
+ vec2 ep
454
454
  ) {
455
455
  J = clamp(abs(J), 1e-5, 1.0);
456
- float hI = pow(aR / cn, 2.0)
456
+ float hp = pow(aN / bY, 2.0)
457
457
  * (1.0 - J * J);
458
- if (hI >= 1.0) {
458
+ if (hp >= 1.0) {
459
459
  return 1.0;
460
460
  }
461
- float dc = sqrt(1.0 - hI);
462
- float lL = kF(
463
- aR, cn, J, dc
461
+ float cN = sqrt(1.0 - hp);
462
+ float lq = ki(
463
+ aN, bY, J, cN
464
464
  );
465
- float lK = kE(
466
- aR, cn, J, dc
465
+ float lp = kh(
466
+ aN, bY, J, cN
467
467
  );
468
- float jG = ht(
469
- aR, cn, J, dc
468
+ float jm = gZ(
469
+ aN, bY, J, cN
470
470
  );
471
- float jF = hs(
472
- aR, cn, J, dc
471
+ float jl = gY(
472
+ aN, bY, J, cN
473
473
  );
474
- float gG = cn * dc
475
- / max(aR * J, 1e-9);
476
- vec2 ut = ce(
477
- dc, cn, eG, false
474
+ float gp = bY * cN
475
+ / max(aN * J, 1e-9);
476
+ vec2 uB = bR(
477
+ cN, bY, ep, false
478
478
  );
479
- vec2 us = ce(
480
- dc, cn, eG, true
479
+ vec2 uA = bR(
480
+ cN, bY, ep, true
481
481
  );
482
- float phase = 2.0 * PI * (2.0 * cn * ct * dc) / wavelength;
483
- float uZ = eE(
484
- lL,
485
- jG,
486
- -lL,
487
- jG * gG,
488
- ut,
482
+ float phase = 2.0 * PI * (2.0 * bY * cf * cN) / wavelength;
483
+ float vh = em(
484
+ lq,
485
+ jm,
486
+ -lq,
487
+ jm * gp,
488
+ uB,
489
489
  phase
490
490
  );
491
- float uY = eE(
492
- lK,
493
- jF,
494
- -lK,
495
- jF * gG,
496
- us,
491
+ float vg = em(
492
+ lp,
493
+ jl,
494
+ -lp,
495
+ jl * gp,
496
+ uA,
497
497
  phase
498
498
  );
499
- return clamp(0.5 * (uZ + uY), 0.0, 1.0);
499
+ return clamp(0.5 * (vh + vg), 0.0, 1.0);
500
500
  }
501
501
 
502
- vec3 hW(
502
+ vec3 hD(
503
503
  float J,
504
- float ct,
505
- float cn,
506
- float eG,
507
- float aR
504
+ float cf,
505
+ float bY,
506
+ float ep,
507
+ float aN
508
508
  ) {
509
509
  return vec3(
510
- au(
511
- J, 620.0, ct, aR, cn, vec2(eG, 0.0)
510
+ ap(
511
+ J, 620.0, cf, aN, bY, vec2(ep, 0.0)
512
512
  ),
513
- au(
514
- J, 540.0, ct, aR, cn, vec2(eG, 0.0)
513
+ ap(
514
+ J, 540.0, cf, aN, bY, vec2(ep, 0.0)
515
515
  ),
516
- au(
517
- J, 450.0, ct, aR, cn, vec2(eG, 0.0)
516
+ ap(
517
+ J, 450.0, cf, aN, bY, vec2(ep, 0.0)
518
518
  )
519
519
  );
520
520
  }
521
521
 
522
522
 
523
523
 
524
- vec3 cw(float cosine, vec3 f0, vec3 tint) {
525
- vec3 sr = mix(f0, vec3(1.0), aI(cosine));
526
- if (all(equal(tint, vec3(1.0)))) { return sr; }
527
- float dD = 1.0 / 7.0;
528
- float mY = 1.0 - dD;
529
- vec3 fX = mix(f0, vec3(1.0), aI(dD));
530
- float dw = 1.0 - cosine;
531
- float ru = cosine * aI(cosine) * dw
532
- / (dD * pow(mY, 6.0));
533
- return clamp(sr - ru * (fX - tint * fX), vec3(0.0), vec3(1.0));
524
+ vec3 openpbr_metal_fresnel(float cosine, vec3 f0, vec3 tint) {
525
+ vec3 sl = mix(f0, vec3(1.0), aH(cosine));
526
+ if (all(equal(tint, vec3(1.0)))) { return sl; }
527
+ float da = 1.0 / 7.0;
528
+ float mK = 1.0 - da;
529
+ vec3 fJ = mix(f0, vec3(1.0), aH(da));
530
+ float cY = 1.0 - cosine;
531
+ float rp = cosine * aH(cosine) * cY
532
+ / (da * pow(mK, 6.0));
533
+ return clamp(sl - rp * (fJ - tint * fJ), vec3(0.0), vec3(1.0));
534
534
  }
535
535
 
536
- vec2 cX(float f0, float uN) {
537
- float dY = clamp(f0, 0.0, 0.99);
538
- float gZ = sqrt(dY);
539
- float rK = (1.0 - dY) / (1.0 + dY);
540
- float rH = (1.0 + gZ) / max(1.0 - gZ, 1e-9);
541
- float ior = mix(rH, rK, clamp(uN, 0.0, 1.0));
542
- float kp = (
543
- (ior + 1.0) * (ior + 1.0) * dY
536
+ vec2 cJ(float f0, float uS) {
537
+ float dL = clamp(f0, 0.0, 0.99);
538
+ float gI = sqrt(dL);
539
+ float rF = (1.0 - dL) / (1.0 + dL);
540
+ float rC = (1.0 + gI) / max(1.0 - gI, 1e-9);
541
+ float ior = mix(rC, rF, clamp(uS, 0.0, 1.0));
542
+ float jT = (
543
+ (ior + 1.0) * (ior + 1.0) * dL
544
544
  - (ior - 1.0) * (ior - 1.0)
545
- ) / max(1.0 - dY, 1e-9);
546
- return vec2(ior, sqrt(max(kp, 0.0)));
545
+ ) / max(1.0 - dL, 1e-9);
546
+ return vec2(ior, sqrt(max(jT, 0.0)));
547
547
  }
548
548
 
549
- vec3 jr(
549
+ vec3 iX(
550
550
  float J,
551
- float ct,
552
- float cn,
553
- vec3 sm,
554
- vec3 kA,
555
- float aR
551
+ float cf,
552
+ float bY,
553
+ vec3 sg,
554
+ vec3 kd,
555
+ float aN
556
556
  ) {
557
557
  return vec3(
558
- au(
558
+ ap(
559
559
  J,
560
560
  620.0,
561
- ct,
562
- aR,
563
- cn,
564
- cX(sm.r, kA.r)
561
+ cf,
562
+ aN,
563
+ bY,
564
+ cJ(sg.r, kd.r)
565
565
  ),
566
- au(
566
+ ap(
567
567
  J,
568
568
  540.0,
569
- ct,
570
- aR,
571
- cn,
572
- cX(sm.g, kA.g)
569
+ cf,
570
+ aN,
571
+ bY,
572
+ cJ(sg.g, kd.g)
573
573
  ),
574
- au(
574
+ ap(
575
575
  J,
576
576
  450.0,
577
- ct,
578
- aR,
579
- cn,
580
- cX(sm.b, kA.b)
577
+ cf,
578
+ aN,
579
+ bY,
580
+ cJ(sg.b, kd.b)
581
581
  )
582
582
  );
583
583
  }
584
584
 
585
- float bS(float ct, float weight) {
586
- return clamp(weight, 0.0, 1.0) * smoothstep(1e-9, 30.0, ct);
585
+ float bJ(float cf, float weight) {
586
+ return clamp(weight, 0.0, 1.0) * smoothstep(1e-9, 30.0, cf);
587
587
  }
588
588
 
589
- vec3 cc(
590
- vec3 ey,
589
+ vec3 bQ(
590
+ vec3 ef,
591
591
  float J,
592
- float ct,
593
- float cn,
594
- float eG,
592
+ float cf,
593
+ float bY,
594
+ float ep,
595
595
  float weight,
596
- float aR
596
+ float aN
597
597
  ) {
598
- vec3 qn = hW(
598
+ vec3 qe = hD(
599
599
  J,
600
- ct,
601
- cn,
602
- eG,
603
- aR
600
+ cf,
601
+ bY,
602
+ ep,
603
+ aN
604
604
  );
605
605
  return mix(
606
- ey,
607
- qn,
608
- bS(ct, weight)
606
+ ef,
607
+ qe,
608
+ bJ(cf, weight)
609
609
  );
610
610
  }
611
611
 
612
- vec3 lZ(
613
- vec3 ey,
612
+ vec3 lI(
613
+ vec3 ef,
614
614
  float J,
615
- float ct,
616
- float cn,
617
- vec3 sm,
618
- vec3 kA,
615
+ float cf,
616
+ float bY,
617
+ vec3 sg,
618
+ vec3 kd,
619
619
  float weight,
620
- float aR
620
+ float aN
621
621
  ) {
622
- vec3 qn = jr(
622
+ vec3 qe = iX(
623
623
  J,
624
- ct,
625
- cn,
626
- sm,
627
- kA,
628
- aR
624
+ cf,
625
+ bY,
626
+ sg,
627
+ kd,
628
+ aN
629
629
  );
630
630
  return mix(
631
- ey,
632
- qn,
633
- bS(ct, weight)
631
+ ef,
632
+ qe,
633
+ bJ(cf, weight)
634
634
  );
635
635
  }
636
636
 
637
- vec3 bJ(
637
+ vec3 bw(
638
638
  OpenPbrResolvedMaterial material,
639
639
  vec3 color,
640
640
  vec3 viewLocal,
641
641
  vec3 lightLocal,
642
- float fJ,
642
+ float fl,
643
643
  out float pdf
644
644
  ) {
645
645
  pdf = 0.0;
@@ -648,24 +648,24 @@ return vec3(0.0);
648
648
  }
649
649
 
650
650
  float roughness = material.diffuseRoughness;
651
- float hl = 0.5 - 2.0 / (3.0 * PI);
652
- float pc = 2.0 / 3.0 - 28.0 / (15.0 * PI);
653
- float pp = lightLocal.z;
654
- float nt = viewLocal.z;
655
- float directional = dot(lightLocal, viewLocal) - pp * nt;
656
- float hh = directional > 0.0
657
- ? directional / max(max(pp, nt), 1e-7)
651
+ float gS = 0.5 - 2.0 / (3.0 * PI);
652
+ float oR = 2.0 / 3.0 - 28.0 / (15.0 * PI);
653
+ float pe = lightLocal.z;
654
+ float nd = viewLocal.z;
655
+ float directional = dot(lightLocal, viewLocal) - pe * nd;
656
+ float gP = directional > 0.0
657
+ ? directional / max(max(pe, nd), 1e-7)
658
658
  : directional;
659
- float iJ = 1.0 / (1.0 + hl * roughness);
660
- vec3 ot = color * INVPI * iJ
661
- * (1.0 + roughness * hh);
662
-
663
- float dr = 1.0 - pp;
664
- float outputComplement = 1.0 - nt;
665
- float ph = dr * (
666
- 0.0571085289 + dr * (
667
- 0.491881867 + dr * (
668
- -0.332181442 + dr * 0.0714429953
659
+ float il = 1.0 / (1.0 + gS * roughness);
660
+ vec3 oe = color * INVPI * il
661
+ * (1.0 + roughness * gP);
662
+
663
+ float cW = 1.0 - pe;
664
+ float outputComplement = 1.0 - nd;
665
+ float oW = cW * (
666
+ 0.0571085289 + cW * (
667
+ 0.491881867 + cW * (
668
+ -0.332181442 + cW * 0.0714429953
669
669
  )
670
670
  )
671
671
  );
@@ -676,22 +676,22 @@ float outputGOverPi = outputComplement * (
676
676
  )
677
677
  )
678
678
  );
679
- float qr = (1.0 + roughness * ph)
680
- / (1.0 + hl * roughness);
679
+ float qj = (1.0 + roughness * oW)
680
+ / (1.0 + gS * roughness);
681
681
  float outputAlbedo = (1.0 + roughness * outputGOverPi)
682
- / (1.0 + hl * roughness);
683
- float gi = iJ * (1.0 + pc * roughness);
684
- vec3 hV = color * color * gi
685
- / max(vec3(1e-7), vec3(1.0) - color * (1.0 - gi));
686
- vec3 mn = hV * INVPI
682
+ / (1.0 + gS * roughness);
683
+ float fU = il * (1.0 + oR * roughness);
684
+ vec3 hC = color * color * fU
685
+ / max(vec3(1e-7), vec3(1.0) - color * (1.0 - fU));
686
+ vec3 lT = hC * INVPI
687
687
  * max(1e-7, 1.0 - outputAlbedo)
688
- * max(1e-7, 1.0 - qr)
689
- / max(1e-7, 1.0 - gi);
688
+ * max(1e-7, 1.0 - qj)
689
+ / max(1e-7, 1.0 - fU);
690
690
  pdf = lightLocal.z * INVPI;
691
- return (ot + mn) * fJ;
691
+ return (oe + lT) * fl;
692
692
  }
693
693
 
694
- float aU(float viewCosine, float roughness) {
694
+ float aQ(float viewCosine, float roughness) {
695
695
  float x = clamp(viewCosine, 0.0, 1.0);
696
696
  float y = clamp(roughness, 0.01, 1.0);
697
697
  float scale = y * (0.0206607 + 1.58491 * y)
@@ -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 kD(
708
+ vec3 kg(
709
709
  OpenPbrResolvedMaterial material,
710
710
  vec3 viewLocal,
711
711
  vec3 lightLocal,
@@ -715,7 +715,7 @@ pdf = 0.0;
715
715
  if (viewLocal.z <= 0.0 || lightLocal.z <= 0.0) {
716
716
  return vec3(0.0);
717
717
  }
718
- float albedo = aU(
718
+ float albedo = aQ(
719
719
  viewLocal.z,
720
720
  material.fuzzRoughness
721
721
  );
@@ -723,12 +723,12 @@ pdf = lightLocal.z * INVPI;
723
723
  return material.fuzzColor * albedo * INVPI;
724
724
  }
725
725
 
726
- vec3 ao(
726
+ vec3 aj(
727
727
  OpenPbrResolvedMaterial material,
728
728
  vec3 viewLocal,
729
729
  vec3 lightLocal,
730
- vec3 ad,
731
- vec3 bG,
730
+ vec3 aa,
731
+ vec3 fresnel,
732
732
  out float pdf
733
733
  ) {
734
734
  pdf = 0.0;
@@ -737,24 +737,24 @@ return vec3(0.0);
737
737
  }
738
738
 
739
739
  vec2 alpha = vec2(material.alphaX, material.alphaY);
740
- float distribution = cW(ad, alpha);
741
- float kz = aF(viewLocal, alpha);
742
- float ep = kz
743
- * aF(lightLocal, alpha);
740
+ float distribution = sampling_ggx_ndf(aa, alpha);
741
+ float kc = aD(viewLocal, alpha);
742
+ float dY = kc
743
+ * aD(lightLocal, alpha);
744
744
 
745
- pdf = kz * distribution / (4.0 * max(viewLocal.z, 1e-8));
746
- return bG * distribution * ep
745
+ pdf = kc * distribution / (4.0 * max(viewLocal.z, 1e-8));
746
+ return fresnel * distribution * dY
747
747
  / (4.0 * max(lightLocal.z * viewLocal.z, 1e-8));
748
748
  }
749
749
 
750
- vec3 dE(
750
+ vec3 dc(
751
751
  OpenPbrResolvedMaterial material,
752
752
  float relativeIor,
753
753
  vec3 tint,
754
754
  vec3 viewLocal,
755
755
  vec3 lightLocal,
756
- vec3 ad,
757
- vec3 bG,
756
+ vec3 aa,
757
+ vec3 fresnel,
758
758
  out float pdf
759
759
  ) {
760
760
  pdf = 0.0;
@@ -762,31 +762,31 @@ if (lightLocal.z >= 0.0) {
762
762
  return vec3(0.0);
763
763
  }
764
764
 
765
- float ls = dot(lightLocal, ad);
766
- float bm = dot(viewLocal, ad);
765
+ float lightHalf = dot(lightLocal, aa);
766
+ float viewHalf = dot(viewLocal, aa);
767
767
 
768
768
 
769
- if (bm <= 0.0 || ls >= 0.0) {
769
+ if (viewHalf <= 0.0 || lightHalf >= 0.0) {
770
770
  return vec3(0.0);
771
771
  }
772
772
  vec2 alpha = vec2(material.alphaX, material.alphaY);
773
- float distribution = cW(ad, alpha);
774
- float kz = aF(viewLocal, alpha);
775
- float ep = kz
776
- * aF(lightLocal, alpha);
777
- float aq = ls + bm * relativeIor;
778
- aq *= aq;
779
- float qw = abs(ls) / max(aq, 1e-8);
780
- float jU = relativeIor * relativeIor;
781
-
782
- pdf = kz * max(0.0, bm) * distribution * qw
773
+ float distribution = sampling_ggx_ndf(aa, alpha);
774
+ float kc = aD(viewLocal, alpha);
775
+ float dY = kc
776
+ * aD(lightLocal, alpha);
777
+ float ah = lightHalf + viewHalf * relativeIor;
778
+ ah *= ah;
779
+ float qo = abs(lightHalf) / max(ah, 1e-8);
780
+ float jB = relativeIor * relativeIor;
781
+
782
+ pdf = kc * max(0.0, viewHalf) * distribution * qo
783
783
  / max(viewLocal.z, 1e-8);
784
- return tint * (vec3(1.0) - bG) * distribution * ep
785
- * abs(bm) * qw * jU
784
+ return tint * (vec3(1.0) - fresnel) * distribution * dY
785
+ * abs(viewHalf) * qo * jB
786
786
  / max(abs(lightLocal.z * viewLocal.z), 1e-8);
787
787
  }
788
788
 
789
- vec3 bh(OpenPbrResolvedMaterial material) {
789
+ vec3 ba(OpenPbrResolvedMaterial material) {
790
790
  #ifdef HAS_MEDIUM
791
791
  if (material.mediumType > 0) {
792
792
  return vec3(1.0);
@@ -795,43 +795,43 @@ return vec3(1.0);
795
795
  return material.transmissionColor;
796
796
  }
797
797
 
798
- float cZ(float ai) {
799
- return 2.0 * ai / (1.0 + ai);
798
+ float cL(float ag) {
799
+ return 2.0 * ag / (1.0 + ag);
800
800
  }
801
801
 
802
- vec3 av(
803
- vec3 ai,
802
+ vec3 aq(
803
+ vec3 ag,
804
804
  float transmissionWeight
805
805
  ) {
806
- vec3 gA = 2.0 * ai
807
- / (vec3(1.0) + ai);
806
+ vec3 gk = 2.0 * ag
807
+ / (vec3(1.0) + ag);
808
808
  return mix(
809
- ai,
810
- gA,
809
+ ag,
810
+ gk,
811
811
  clamp(transmissionWeight, 0.0, 1.0)
812
812
  );
813
813
  }
814
814
 
815
- vec3 bN(
815
+ vec3 bF(
816
816
  OpenPbrResolvedMaterial material,
817
817
  float J,
818
- float bE
818
+ float bq
819
819
  ) {
820
- vec3 tint = bh(material);
820
+ vec3 tint = ba(material);
821
821
  if (!material.thinWalled) {
822
822
  return tint;
823
823
  }
824
- float jc = max(0.0, 1.0 - J * J);
825
- float ea = jc
826
- / max(bE * bE, 1e-9);
827
- if (ea >= 1.0) {
824
+ float iK = max(0.0, 1.0 - J * J);
825
+ float dM = iK
826
+ / max(bq * bq, 1e-9);
827
+ if (dM >= 1.0) {
828
828
  return vec3(0.0);
829
829
  }
830
- float ae = sqrt(1.0 - ea);
831
- return pow(max(tint, vec3(0.0)), vec3(1.0 / max(ae, 1e-5)));
830
+ float ad = sqrt(1.0 - dM);
831
+ return pow(max(tint, vec3(0.0)), vec3(1.0 / max(ad, 1e-5)));
832
832
  }
833
833
 
834
- vec3 dX(
834
+ vec3 dK(
835
835
  OpenPbrResolvedMaterial material,
836
836
  vec3 viewLocal,
837
837
  vec3 lightLocal,
@@ -841,120 +841,120 @@ pdf = 0.0;
841
841
  if (viewLocal.z <= 0.0 || lightLocal.z >= 0.0) {
842
842
  return vec3(0.0);
843
843
  }
844
- float ae = -lightLocal.z;
845
- float oY = cC(
844
+ float ad = -lightLocal.z;
845
+ float oO = sampling_dielectric_fresnel(
846
846
  viewLocal.z,
847
847
  material.relativeIor
848
848
  );
849
- pdf = ae * INVPI;
850
- return vec3(1.0 - oY) * INVPI;
849
+ pdf = ad * INVPI;
850
+ return vec3(1.0 - oO) * INVPI;
851
851
  }
852
852
 
853
- void eg(inout ag prepared) {
853
+ void dQ(inout OpenPbrPreparedBsdf prepared) {
854
854
  float total = prepared.probabilities[OPENPBR_LOBE_FUZZ];
855
- for (int jT = 1; jT < OPENPBR_LOBE_COUNT; jT++) {
856
- total += prepared.probabilities[jT];
855
+ for (int lobe = 1; lobe < OPENPBR_LOBE_COUNT; lobe++) {
856
+ total += prepared.probabilities[lobe];
857
857
  }
858
858
  if (total <= 1e-8) {
859
- for (int jT = 0; jT < OPENPBR_LOBE_COUNT; jT++) {
860
- prepared.probabilities[jT] = 0.0;
859
+ for (int lobe = 0; lobe < OPENPBR_LOBE_COUNT; lobe++) {
860
+ prepared.probabilities[lobe] = 0.0;
861
861
  }
862
862
  return;
863
863
  }
864
- float pk = 1.0 / total;
865
- for (int jT = 0; jT < OPENPBR_LOBE_COUNT; jT++) {
866
- prepared.probabilities[jT] *= pk;
864
+ float oZ = 1.0 / total;
865
+ for (int lobe = 0; lobe < OPENPBR_LOBE_COUNT; lobe++) {
866
+ prepared.probabilities[lobe] *= oZ;
867
867
  }
868
868
  }
869
869
 
870
870
 
871
871
 
872
- float bR(float eta) {
872
+ float bI(float eta) {
873
873
  if (abs(eta - 1.0) < 1e-6) { return 0.0; }
874
874
  if (eta > 1.0) { return (eta - 1.0) / (4.08567 + 1.00071 * eta); }
875
875
  return 0.997118 + 0.1014 * eta - 0.965241 * eta * eta - 0.130607 * eta * eta * eta;
876
876
  }
877
877
 
878
- vec3 bU(vec3 f0, vec3 tint) {
879
- float dD = 1.0 / 7.0;
880
- vec3 fX = mix(f0, vec3(1.0), aI(dD));
881
- vec3 b = fX * (vec3(1.0) - tint) / (dD * pow(1.0 - dD, 6.0));
878
+ vec3 bL(vec3 f0, vec3 tint) {
879
+ float da = 1.0 / 7.0;
880
+ vec3 fJ = mix(f0, vec3(1.0), aH(da));
881
+ vec3 b = fJ * (vec3(1.0) - tint) / (da * pow(1.0 - da, 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 cN(OpenPbrResolvedMaterial material, float cosine) {
887
+ vec3 cA(OpenPbrResolvedMaterial material, float cosine) {
888
888
  if (cosine <= 0.0) { return vec3(1.0); }
889
- float mp = sqrt(max(0.0, 1.0 - (1.0 - cosine * cosine) / (material.coatIor * material.coatIor)));
890
- vec3 uT = pow(max(material.coatColor, vec3(0.0)), vec3(0.5 / max(mp, 1e-5)));
891
- return mix(vec3(1.0), uT, material.coatWeight);
889
+ float lV = sqrt(max(0.0, 1.0 - (1.0 - cosine * cosine) / (material.coatIor * material.coatIor)));
890
+ vec3 uZ = pow(max(material.coatColor, vec3(0.0)), vec3(0.5 / max(lV, 1e-5)));
891
+ return mix(vec3(1.0), uZ, material.coatWeight);
892
892
  }
893
893
 
894
- float gF(OpenPbrResolvedMaterial material, float cosine) {
894
+ float gn(OpenPbrResolvedMaterial material, float cosine) {
895
895
  if (material.coatRoughness <= ROUGHNESS_MIN) {
896
- return af(cosine, 1.0 / material.coatIor);
896
+ return ae(cosine, 1.0 / material.coatIor);
897
897
  }
898
898
 
899
899
 
900
- return clamp(1.0 - aw(material.coatIor,
900
+ return clamp(1.0 - ar(material.coatIor,
901
901
  material.coatRoughness * material.coatRoughness, cosine), 0.0, 1.0);
902
902
  }
903
903
 
904
- vec3 hr(ag prepared) {
904
+ vec3 gX(OpenPbrPreparedBsdf prepared) {
905
905
  OpenPbrResolvedMaterial 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 vI = dielectric * material.transmissionWeight;
910
- float gd = bR(prepared.specularEtaTOverEtaI);
911
- float lE = bR(1.0 / prepared.transmissionReflectionIor);
912
- float qI = clamp(opaque * gd + (sss + vI) * lE + material.baseMetalness, 0.0, 1.0);
913
- float jM = mix(1.0, material.specularRoughness, qI);
914
- float ks = bR(material.coatIor);
909
+ float vU = dielectric * material.transmissionWeight;
910
+ float fP = bI(prepared.specularEtaTOverEtaI);
911
+ float lg = bI(1.0 / prepared.transmissionReflectionIor);
912
+ float qA = clamp(opaque * fP + (sss + vU) * lg + material.baseMetalness, 0.0, 1.0);
913
+ float jt = mix(1.0, material.specularRoughness, qA);
914
+ float ks = bI(material.coatIor);
915
915
  float kr = 1.0 - (1.0 - ks) / (material.coatIor * material.coatIor);
916
- float k = mix(ks, kr, jM);
917
- vec3 eb = material.baseMetalness * material.specularWeight * bU(material.baseWeight * material.baseColor, material.specularColor)
918
- + opaque * mix(material.baseWeight * material.baseColor, vec3(1.0), gd)
919
- + sss * material.subsurfaceColor + vec3(vI);
920
- vec3 rZ = vec3(1.0 - k) / max(vec3(1.0) - eb * k, vec3(1e-6));
921
- return mix(vec3(1.0), rZ, material.coatWeight * material.coatDarkening);
916
+ float k = mix(ks, kr, jt);
917
+ vec3 eb = material.baseMetalness * material.specularWeight * bL(material.baseWeight * material.baseColor, material.specularColor)
918
+ + opaque * mix(material.baseWeight * material.baseColor, vec3(1.0), fP)
919
+ + sss * material.subsurfaceColor + vec3(vU);
920
+ vec3 rV = vec3(1.0 - k) / max(vec3(1.0) - eb * k, vec3(1e-6));
921
+ return mix(vec3(1.0), rV, material.coatWeight * material.coatDarkening);
922
922
  }
923
923
 
924
- vec3 cF(ag prepared, float lU) {
924
+ vec3 cm(OpenPbrPreparedBsdf prepared, float lF) {
925
925
  if (prepared.material.coatWeight <= 0.0) { return vec3(1.0); }
926
926
  if (prepared.material.inside) {
927
927
 
928
- return cN(prepared.material, -lU);
928
+ return cA(prepared.material, -lF);
929
929
  }
930
930
 
931
- return prepared.coatBaseScale * cN(prepared.material, lU);
931
+ return prepared.coatBaseScale * cA(prepared.material, lF);
932
932
  }
933
933
 
934
934
 
935
- bq dM(bq fallback, vec3 tangent, vec3 bitangent, vec2 direction) {
935
+ OpenPbrBasis dk(OpenPbrBasis fallback, vec3 tangent, vec3 bitangent, vec2 direction) {
936
936
  vec3 t = tangent - fallback.normal * dot(fallback.normal, tangent);
937
937
  if (dot(t, t) < 1e-8) { t = fallback.tangent; }
938
938
  t = normalize(t);
939
939
  vec3 b = cross(fallback.normal, t) * (dot(cross(fallback.normal, t), bitangent) < 0.0 ? -1.0 : 1.0);
940
940
  t = t * direction.x + b * direction.y;
941
941
  if (dot(t, t) < 1e-8) { return fallback; }
942
- bq basis = fallback;
942
+ OpenPbrBasis basis = fallback;
943
943
  basis.tangent = normalize(t);
944
944
  basis.bitangent = normalize(cross(basis.normal, basis.tangent));
945
945
  basis.tangent = normalize(cross(basis.bitangent, basis.normal));
946
946
  return basis;
947
947
  }
948
948
 
949
- ag ds(
949
+ OpenPbrPreparedBsdf bV(
950
950
  vec3 tangent,
951
951
  OpenPbrResolvedMaterial material,
952
- vec3 bM,
952
+ vec3 bD,
953
953
  vec3 normal
954
954
  ) {
955
- ag prepared;
955
+ OpenPbrPreparedBsdf prepared;
956
956
  prepared.material = material;
957
- prepared.basis = fD(
957
+ prepared.basis = ff(
958
958
  tangent,
959
959
  normal,
960
960
  max(material.specularAnisotropy, material.coatAnisotropy)
@@ -965,40 +965,40 @@ prepared.directionFrames = false;
965
965
 
966
966
 
967
967
  if (material.coatNormalEnabled) {
968
- prepared.coatBasis = fD(material.geometryTangent, material.coatNormal, material.coatAnisotropy);
968
+ prepared.coatBasis = ff(material.geometryTangent, material.coatNormal, material.coatAnisotropy);
969
969
  prepared.directionFrames = true;
970
970
  }
971
971
  #endif
972
972
  if (material.specularAnisotropy > 0.0 && material.anisotropyDirectionEnabled) {
973
- prepared.basis = dM(prepared.basis, material.directionTangent, material.directionBitangent, material.anisotropyDirection);
973
+ prepared.basis = dk(prepared.basis, material.directionTangent, material.directionBitangent, material.anisotropyDirection);
974
974
  prepared.directionFrames = true;
975
975
  }
976
976
  if (material.coatAnisotropy > 0.0 && material.coatAnisotropyRotation != 0.0) {
977
- prepared.coatBasis = dM(prepared.coatBasis, material.geometryTangent, material.geometryBitangent, vec2(cos(material.coatAnisotropyRotation), sin(material.coatAnisotropyRotation)));
977
+ prepared.coatBasis = dk(prepared.coatBasis, material.geometryTangent, material.geometryBitangent, vec2(cos(material.coatAnisotropyRotation), sin(material.coatAnisotropyRotation)));
978
978
  prepared.directionFrames = true;
979
979
  }
980
- prepared.viewLocal = openpbr_to_local(prepared.basis, bM);
980
+ prepared.viewLocal = openpbr_to_local(prepared.basis, bD);
981
981
  #ifdef USE_COAT_NORMAL_FRAMES
982
- prepared.coatViewLocal = openpbr_to_local(prepared.coatBasis, bM);
982
+ prepared.coatViewLocal = openpbr_to_local(prepared.coatBasis, bD);
983
983
  #endif
984
984
  prepared.diffuseColor = material.baseColor;
985
985
 
986
- float cK = 1.0 - material.baseMetalness;
987
- float dW = cK
986
+ float cu = 1.0 - material.baseMetalness;
987
+ float dJ = cu
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] = cK;
994
- prepared.weights[OPENPBR_LOBE_TRANSMISSION] = cK
993
+ prepared.weights[OPENPBR_LOBE_SPECULAR] = cu;
994
+ prepared.weights[OPENPBR_LOBE_TRANSMISSION] = cu
995
995
  * material.transmissionWeight;
996
- prepared.weights[OPENPBR_LOBE_DIFFUSE] = dW
996
+ prepared.weights[OPENPBR_LOBE_DIFFUSE] = dJ
997
997
  * (1.0 - material.subsurfaceWeight) * material.baseWeight;
998
- prepared.weights[OPENPBR_LOBE_SUBSURFACE] = dW
998
+ prepared.weights[OPENPBR_LOBE_SUBSURFACE] = dJ
999
999
  * material.subsurfaceWeight;
1000
1000
 
1001
- prepared.specularEtaTOverEtaI = bi(
1001
+ prepared.specularEtaTOverEtaI = bb(
1002
1002
  1.0 / material.relativeIor,
1003
1003
  material.specularWeight
1004
1004
  );
@@ -1008,20 +1008,20 @@ prepared.transmissionReflectionIor = prepared.material.relativeIor;
1008
1008
 
1009
1009
 
1010
1010
  if (material.coatWeight > 0.0) {
1011
- float cm = 1.0;
1012
- if (!material.inside) { cm = mix(1.0, material.coatIor, material.coatWeight); }
1013
- float bB = cm * bi(
1014
- material.specularIor / cm, material.specularWeight);
1015
- float eF = bB / cm;
1016
- if (cm > bB && bB >= 1.0) {
1017
- eF = 1.0 / eF;
1018
- }
1019
- prepared.specularEtaTOverEtaI = eF;
1020
- prepared.transmissionReflectionIor = 1.0 / eF;
1021
- prepared.refractionEtaTOverEtaI = bB;
1011
+ float bX = 1.0;
1012
+ if (!material.inside) { bX = mix(1.0, material.coatIor, material.coatWeight); }
1013
+ float bn = bX * bb(
1014
+ material.specularIor / bX, material.specularWeight);
1015
+ float eo = bn / bX;
1016
+ if (bX > bn && bn >= 1.0) {
1017
+ eo = 1.0 / eo;
1018
+ }
1019
+ prepared.specularEtaTOverEtaI = eo;
1020
+ prepared.transmissionReflectionIor = 1.0 / eo;
1021
+ prepared.refractionEtaTOverEtaI = bn;
1022
1022
  if (material.inside) {
1023
- prepared.refractionEtaTOverEtaI = 1.0 / bB;
1024
- prepared.transmissionReflectionIor = bB;
1023
+ prepared.refractionEtaTOverEtaI = 1.0 / bn;
1024
+ prepared.transmissionReflectionIor = bn;
1025
1025
  }
1026
1026
  prepared.material.relativeIor = 1.0 / prepared.refractionEtaTOverEtaI;
1027
1027
  }
@@ -1043,47 +1043,47 @@ prepared.thinFilmBaseIor = prepared.refractionEtaTOverEtaI;
1043
1043
  prepared.specularAlpha = material.specularRoughness
1044
1044
  * material.specularRoughness;
1045
1045
  float viewCosine = abs(prepared.viewLocal.z);
1046
- float ai = af(
1046
+ float ag = ae(
1047
1047
  viewCosine,
1048
1048
  1.0 / prepared.specularEtaTOverEtaI
1049
1049
  );
1050
- vec3 fN = material.specularColor * (
1050
+ vec3 fu = material.specularColor * (
1051
1051
  material.thinWalled
1052
1052
  ? mix(
1053
- ai,
1054
- cZ(ai),
1053
+ ag,
1054
+ cL(ag),
1055
1055
  material.transmissionWeight
1056
1056
  )
1057
- : ai
1057
+ : ag
1058
1058
  );
1059
- vec3 iv = material.specularWeight * cw(
1059
+ vec3 hS = material.specularWeight * openpbr_metal_fresnel(
1060
1060
  viewCosine,
1061
1061
  material.baseWeight * material.baseColor,
1062
1062
  material.specularColor
1063
1063
  );
1064
- float eZ = material.thinWalled
1065
- ? cZ(af(viewCosine, prepared.transmissionReflectionIor))
1066
- : af(viewCosine, prepared.transmissionReflectionIor);
1067
- vec3 hb = bN(
1064
+ float eI = material.thinWalled
1065
+ ? cL(ae(viewCosine, prepared.transmissionReflectionIor))
1066
+ : ae(viewCosine, prepared.transmissionReflectionIor);
1067
+ vec3 gK = bF(
1068
1068
  material,
1069
1069
  viewCosine,
1070
1070
  prepared.refractionEtaTOverEtaI
1071
1071
  );
1072
- float iM = aw(
1072
+ float ir = ar(
1073
1073
  prepared.specularEtaTOverEtaI,
1074
1074
  prepared.specularAlpha,
1075
1075
  viewCosine
1076
1076
  );
1077
- float gH = cA(
1077
+ float gq = cj(
1078
1078
  prepared.specularEtaTOverEtaI,
1079
1079
  prepared.specularAlpha
1080
1080
  );
1081
- prepared.diffuseSpecularEnergyCompensation = iM
1082
- / max(gH, 1e-12);
1081
+ prepared.diffuseSpecularEnergyCompensation = ir
1082
+ / max(gq, 1e-12);
1083
1083
 
1084
1084
  prepared.probabilities[OPENPBR_LOBE_FUZZ] = prepared.weights[OPENPBR_LOBE_FUZZ]
1085
- * aE(material.fuzzColor)
1086
- * max(aU(
1085
+ * aB(material.fuzzColor)
1086
+ * max(aQ(
1087
1087
  viewCosine,
1088
1088
  material.fuzzRoughness
1089
1089
  ), 0.02);
@@ -1092,39 +1092,39 @@ prepared.coatBaseScale = vec3(1.0);
1092
1092
  if (material.coatWeight > 0.0 && !material.inside) {
1093
1093
  #ifdef USE_COAT_NORMAL_FRAMES
1094
1094
  float coatViewCosine = material.coatNormalEnabled ? max(prepared.coatViewLocal.z, 0.0) : viewCosine;
1095
- float lf = gF(material, coatViewCosine);
1095
+ float kO = gn(material, coatViewCosine);
1096
1096
  #else
1097
- float lf = gF(material, viewCosine);
1097
+ float kO = gn(material, viewCosine);
1098
1098
  #endif
1099
- prepared.probabilities[OPENPBR_LOBE_COAT] = prepared.weights[OPENPBR_LOBE_COAT] * lf;
1100
- prepared.coatBaseScale = cN(material,
1099
+ prepared.probabilities[OPENPBR_LOBE_COAT] = prepared.weights[OPENPBR_LOBE_COAT] * kO;
1100
+ prepared.coatBaseScale = cA(material,
1101
1101
  #ifdef USE_COAT_NORMAL_FRAMES
1102
1102
  coatViewCosine
1103
1103
  #else
1104
1104
  viewCosine
1105
1105
  #endif
1106
1106
  )
1107
- * (1.0 - prepared.weights[OPENPBR_LOBE_COAT] * lf) * hr(prepared);
1107
+ * (1.0 - prepared.weights[OPENPBR_LOBE_COAT] * kO) * gX(prepared);
1108
1108
  }
1109
1109
  prepared.probabilities[OPENPBR_LOBE_METAL] = prepared.weights[OPENPBR_LOBE_METAL]
1110
- * aE(iv);
1110
+ * aB(hS);
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 ig = bU(material.baseWeight * material.baseColor, material.specularColor);
1116
- prepared.metalMsScale = material.specularWeight * ig * ig;
1117
- float qO = aV(prepared.specularAlpha, viewCosine);
1118
- prepared.metalMsFactor = qO / max(cD(prepared.specularAlpha), 1e-12);
1119
- float fC = prepared.weights[OPENPBR_LOBE_METAL] * aE(prepared.metalMsScale) * qO;
1120
- prepared.probabilities[OPENPBR_LOBE_METAL] += fC;
1121
- prepared.metalMsProbability = fC / max(prepared.probabilities[OPENPBR_LOBE_METAL], 1e-12);
1115
+ vec3 hI = bL(material.baseWeight * material.baseColor, material.specularColor);
1116
+ prepared.metalMsScale = material.specularWeight * hI * hI;
1117
+ float qF = aR(prepared.specularAlpha, viewCosine);
1118
+ prepared.metalMsFactor = qF / max(cl(prepared.specularAlpha), 1e-12);
1119
+ float fe = prepared.weights[OPENPBR_LOBE_METAL] * aB(prepared.metalMsScale) * qF;
1120
+ prepared.probabilities[OPENPBR_LOBE_METAL] += fe;
1121
+ prepared.metalMsProbability = fe / max(prepared.probabilities[OPENPBR_LOBE_METAL], 1e-12);
1122
1122
  }
1123
1123
  prepared.probabilities[OPENPBR_LOBE_SPECULAR] = prepared.weights[OPENPBR_LOBE_SPECULAR]
1124
- * aE(fN);
1124
+ * aB(fu);
1125
1125
  prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] = prepared.weights[OPENPBR_LOBE_TRANSMISSION]
1126
- * (1.0 - eZ)
1127
- * aE(hb);
1126
+ * (1.0 - eI)
1127
+ * aB(gK);
1128
1128
 
1129
1129
 
1130
1130
 
@@ -1139,56 +1139,56 @@ 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 mo = prepared.weights[OPENPBR_LOBE_TRANSMISSION] + prepared.weights[OPENPBR_LOBE_SUBSURFACE];
1143
- prepared.dielectricMsReflectionScale = (material.inside ? vec3(1.0) : material.specularColor) * mo;
1144
- prepared.dielectricMsTransmissionScale = hb * prepared.weights[OPENPBR_LOBE_TRANSMISSION]
1142
+ float lU = prepared.weights[OPENPBR_LOBE_TRANSMISSION] + prepared.weights[OPENPBR_LOBE_SUBSURFACE];
1143
+ prepared.dielectricMsReflectionScale = (material.inside ? vec3(1.0) : material.specularColor) * lU;
1144
+ prepared.dielectricMsTransmissionScale = gK * prepared.weights[OPENPBR_LOBE_TRANSMISSION]
1145
1145
  + vec3(prepared.weights[OPENPBR_LOBE_SUBSURFACE]);
1146
- prepared.dielectricMsReflectionRatio = ck(prepared.refractionEtaTOverEtaI, prepared.specularAlpha);
1147
- prepared.dielectricMsViewLoss = bb(prepared.refractionEtaTOverEtaI, prepared.specularAlpha, viewCosine);
1148
- vec3 oR = mix(prepared.dielectricMsTransmissionScale, prepared.dielectricMsReflectionScale, prepared.dielectricMsReflectionRatio);
1149
- float fC = aE(oR) * prepared.dielectricMsViewLoss;
1150
- prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] += fC;
1151
- prepared.dielectricMsProbability = fC / max(prepared.probabilities[OPENPBR_LOBE_TRANSMISSION], 1e-12);
1146
+ prepared.dielectricMsReflectionRatio = bU(prepared.refractionEtaTOverEtaI, prepared.specularAlpha);
1147
+ prepared.dielectricMsViewLoss = aV(prepared.refractionEtaTOverEtaI, prepared.specularAlpha, viewCosine);
1148
+ vec3 oG = mix(prepared.dielectricMsTransmissionScale, prepared.dielectricMsReflectionScale, prepared.dielectricMsReflectionRatio);
1149
+ float fe = aB(oG) * prepared.dielectricMsViewLoss;
1150
+ prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] += fe;
1151
+ prepared.dielectricMsProbability = fe / max(prepared.probabilities[OPENPBR_LOBE_TRANSMISSION], 1e-12);
1152
1152
  }
1153
1153
  prepared.probabilities[OPENPBR_LOBE_DIFFUSE] = prepared.weights[OPENPBR_LOBE_DIFFUSE]
1154
- * aE(prepared.diffuseColor)
1154
+ * aB(prepared.diffuseColor)
1155
1155
  * prepared.diffuseSpecularEnergyCompensation;
1156
1156
  prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] = prepared.weights[OPENPBR_LOBE_SUBSURFACE]
1157
- * (1.0 - eZ)
1158
- * aE(material.subsurfaceColor)
1157
+ * (1.0 - eI)
1158
+ * aB(material.subsurfaceColor)
1159
1159
  * prepared.diffuseSpecularEnergyCompensation;
1160
1160
 
1161
1161
 
1162
1162
  if (material.coatWeight > 0.0 && material.thinFilmWeight > 0.0) {
1163
- float lS = 0.02 * bS(material.thinFilmThickness, material.thinFilmWeight);
1164
- prepared.probabilities[OPENPBR_LOBE_SPECULAR] = max(prepared.probabilities[OPENPBR_LOBE_SPECULAR], prepared.weights[OPENPBR_LOBE_SPECULAR] * lS);
1165
- prepared.probabilities[OPENPBR_LOBE_METAL] = max(prepared.probabilities[OPENPBR_LOBE_METAL], prepared.weights[OPENPBR_LOBE_METAL] * material.specularWeight * lS);
1163
+ float lD = 0.02 * bJ(material.thinFilmThickness, material.thinFilmWeight);
1164
+ prepared.probabilities[OPENPBR_LOBE_SPECULAR] = max(prepared.probabilities[OPENPBR_LOBE_SPECULAR], prepared.weights[OPENPBR_LOBE_SPECULAR] * lD);
1165
+ prepared.probabilities[OPENPBR_LOBE_METAL] = max(prepared.probabilities[OPENPBR_LOBE_METAL], prepared.weights[OPENPBR_LOBE_METAL] * material.specularWeight * lD);
1166
1166
  }
1167
1167
  if (material.coatWeight > 0.0 && !material.inside) {
1168
- float gI = max(max(prepared.coatBaseScale.x, prepared.coatBaseScale.y), prepared.coatBaseScale.z);
1169
- prepared.probabilities[OPENPBR_LOBE_METAL] *= gI;
1170
- prepared.probabilities[OPENPBR_LOBE_SPECULAR] *= gI;
1171
- prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] *= gI;
1172
- prepared.probabilities[OPENPBR_LOBE_DIFFUSE] *= gI;
1173
- prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] *= gI;
1174
- }
1175
- eg(prepared);
1168
+ float gr = max(max(prepared.coatBaseScale.x, prepared.coatBaseScale.y), prepared.coatBaseScale.z);
1169
+ prepared.probabilities[OPENPBR_LOBE_METAL] *= gr;
1170
+ prepared.probabilities[OPENPBR_LOBE_SPECULAR] *= gr;
1171
+ prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] *= gr;
1172
+ prepared.probabilities[OPENPBR_LOBE_DIFFUSE] *= gr;
1173
+ prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] *= gr;
1174
+ }
1175
+ dQ(prepared);
1176
1176
  return prepared;
1177
1177
  }
1178
1178
 
1179
- float cY(ag prepared, float cosine, bool reflection) {
1179
+ float cK(OpenPbrPreparedBsdf prepared, float cosine, bool reflection) {
1180
1180
  if (prepared.material.coatWeight <= 0.0) {
1181
- return af(cosine, prepared.material.relativeIor);
1181
+ return ae(cosine, prepared.material.relativeIor);
1182
1182
  }
1183
- float kU = af(cosine, prepared.transmissionReflectionIor);
1184
- if (!reflection) { return kU; }
1185
- float oj = af(cosine, 1.0 / prepared.specularEtaTOverEtaI);
1186
- float sQ = prepared.material.transmissionWeight + (1.0 - prepared.material.transmissionWeight) * prepared.material.subsurfaceWeight;
1187
- return mix(oj, kU, sQ);
1183
+ float kA = ae(cosine, prepared.transmissionReflectionIor);
1184
+ if (!reflection) { return kA; }
1185
+ float nY = ae(cosine, 1.0 / prepared.specularEtaTOverEtaI);
1186
+ float sN = prepared.material.transmissionWeight + (1.0 - prepared.material.transmissionWeight) * prepared.material.subsurfaceWeight;
1187
+ return mix(nY, kA, sN);
1188
1188
  }
1189
1189
 
1190
- vec3 bO(
1191
- ag prepared,
1190
+ vec3 openpbr_eval_prepared(
1191
+ OpenPbrPreparedBsdf prepared,
1192
1192
  vec3 lightDirection,
1193
1193
  out float pdf
1194
1194
  ) {
@@ -1203,24 +1203,24 @@ float coatLightCosine = dot(prepared.coatBasis.normal, lightDirection);
1203
1203
  bool coatReflection = geometricReflection && prepared.coatViewLocal.z > 0.0 && coatLightCosine > 0.0;
1204
1204
  #endif
1205
1205
 
1206
- vec3 ad;
1206
+ vec3 aa;
1207
1207
  if (reflection) {
1208
- ad = normalize(lightLocal + viewLocal);
1208
+ aa = normalize(lightLocal + viewLocal);
1209
1209
  }
1210
1210
  else {
1211
- ad = normalize(lightLocal + viewLocal * material.relativeIor);
1211
+ aa = normalize(lightLocal + viewLocal * material.relativeIor);
1212
1212
  }
1213
- if (ad.z < 0.0) {
1214
- ad = -ad;
1213
+ if (aa.z < 0.0) {
1214
+ aa = -aa;
1215
1215
  }
1216
1216
 
1217
1217
  vec3 response = vec3(0.0);
1218
1218
  pdf = 0.0;
1219
- float aM = 0.0;
1220
- float bm = abs(dot(viewLocal, ad));
1219
+ float lobePdf = 0.0;
1220
+ float viewHalf = abs(dot(viewLocal, aa));
1221
1221
  float diffuseSpecularEnergyCompensation =
1222
1222
  prepared.diffuseSpecularEnergyCompensation
1223
- * aw(
1223
+ * ar(
1224
1224
  prepared.specularEtaTOverEtaI,
1225
1225
  prepared.specularAlpha,
1226
1226
  abs(lightLocal.z)
@@ -1231,35 +1231,35 @@ 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] * bJ(
1234
+ response += prepared.weights[OPENPBR_LOBE_DIFFUSE] * bw(
1235
1235
  material,
1236
1236
  prepared.diffuseColor,
1237
1237
  viewLocal,
1238
1238
  lightLocal,
1239
1239
  diffuseSpecularEnergyCompensation,
1240
- aM
1240
+ lobePdf
1241
1241
  );
1242
- pdf += prepared.probabilities[OPENPBR_LOBE_DIFFUSE] * aM;
1242
+ pdf += prepared.probabilities[OPENPBR_LOBE_DIFFUSE] * lobePdf;
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] * bJ(
1246
+ response += 0.5 * prepared.weights[OPENPBR_LOBE_SUBSURFACE] * bw(
1247
1247
  material,
1248
1248
  material.subsurfaceColor,
1249
1249
  viewLocal,
1250
1250
  lightLocal,
1251
1251
  diffuseSpecularEnergyCompensation,
1252
- aM
1252
+ lobePdf
1253
1253
  );
1254
- pdf += prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] * 0.5 * aM;
1254
+ pdf += prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] * 0.5 * lobePdf;
1255
1255
  }
1256
1256
 
1257
1257
  if (prepared.weights[OPENPBR_LOBE_SPECULAR] > 0.0) {
1258
- vec3 cB = vec3(cY(prepared, bm, true));
1258
+ vec3 ck = vec3(cK(prepared, viewHalf, true));
1259
1259
  if (material.thinFilmWeight > 0.0) {
1260
- cB = cc(
1261
- cB,
1262
- bm,
1260
+ ck = bQ(
1261
+ ck,
1262
+ viewHalf,
1263
1263
  material.thinFilmThickness,
1264
1264
  material.thinFilmIor,
1265
1265
  prepared.thinFilmBaseIor,
@@ -1268,33 +1268,33 @@ prepared.thinFilmExteriorIor
1268
1268
  );
1269
1269
  }
1270
1270
  if (material.thinWalled) {
1271
- cB = av(
1272
- cB,
1271
+ ck = aq(
1272
+ ck,
1273
1273
  material.transmissionWeight
1274
1274
  );
1275
1275
  }
1276
- vec3 bG = material.specularColor * cB;
1277
- response += prepared.weights[OPENPBR_LOBE_SPECULAR] * ao(
1276
+ vec3 fresnel = material.specularColor * ck;
1277
+ response += prepared.weights[OPENPBR_LOBE_SPECULAR] * aj(
1278
1278
  material,
1279
1279
  viewLocal,
1280
1280
  lightLocal,
1281
- ad,
1282
- bG,
1283
- aM
1281
+ aa,
1282
+ fresnel,
1283
+ lobePdf
1284
1284
  );
1285
- pdf += prepared.probabilities[OPENPBR_LOBE_SPECULAR] * aM;
1285
+ pdf += prepared.probabilities[OPENPBR_LOBE_SPECULAR] * lobePdf;
1286
1286
  }
1287
1287
 
1288
1288
  if (prepared.weights[OPENPBR_LOBE_METAL] > 0.0) {
1289
- vec3 bG = cw(
1290
- bm,
1289
+ vec3 fresnel = openpbr_metal_fresnel(
1290
+ viewHalf,
1291
1291
  material.baseWeight * material.baseColor,
1292
1292
  material.specularColor
1293
1293
  );
1294
1294
  if (material.thinFilmWeight > 0.0) {
1295
- bG = lZ(
1296
- bG,
1297
- bm,
1295
+ fresnel = lI(
1296
+ fresnel,
1297
+ viewHalf,
1298
1298
  material.thinFilmThickness,
1299
1299
  material.thinFilmIor,
1300
1300
  material.baseWeight * material.baseColor,
@@ -1303,29 +1303,29 @@ material.thinFilmWeight,
1303
1303
  prepared.thinFilmExteriorIor
1304
1304
  );
1305
1305
  }
1306
- bG *= material.specularWeight;
1307
- response += prepared.weights[OPENPBR_LOBE_METAL] * ao(
1306
+ fresnel *= material.specularWeight;
1307
+ response += prepared.weights[OPENPBR_LOBE_METAL] * aj(
1308
1308
  material,
1309
1309
  viewLocal,
1310
1310
  lightLocal,
1311
- ad,
1312
- bG,
1313
- aM
1311
+ aa,
1312
+ fresnel,
1313
+ lobePdf
1314
1314
  );
1315
1315
  if (prepared.metalMsFactor > 0.0) {
1316
- float cL = min(prepared.metalMsFactor * aV(prepared.specularAlpha, lightLocal.z), 1.0 / max(lightLocal.z, 1e-8));
1317
- response += prepared.weights[OPENPBR_LOBE_METAL] * prepared.metalMsScale * cL * INVPI;
1318
- aM = mix(aM, 0.5 * INVPI, prepared.metalMsProbability);
1316
+ float cv = min(prepared.metalMsFactor * aR(prepared.specularAlpha, lightLocal.z), 1.0 / max(lightLocal.z, 1e-8));
1317
+ response += prepared.weights[OPENPBR_LOBE_METAL] * prepared.metalMsScale * cv * INVPI;
1318
+ lobePdf = mix(lobePdf, 0.5 * INVPI, prepared.metalMsProbability);
1319
1319
  }
1320
- pdf += prepared.probabilities[OPENPBR_LOBE_METAL] * aM;
1320
+ pdf += prepared.probabilities[OPENPBR_LOBE_METAL] * lobePdf;
1321
1321
  }
1322
1322
  }
1323
1323
  else {
1324
- vec3 bG = vec3(cY(prepared, bm, false));
1324
+ vec3 fresnel = vec3(cK(prepared, viewHalf, false));
1325
1325
  if (material.thinFilmWeight > 0.0) {
1326
- bG = cc(
1327
- bG,
1328
- bm,
1326
+ fresnel = bQ(
1327
+ fresnel,
1328
+ viewHalf,
1329
1329
  material.thinFilmThickness,
1330
1330
  material.thinFilmIor,
1331
1331
  prepared.thinFilmBaseIor,
@@ -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 lI = vec3(lightLocal.xy, -lightLocal.z);
1339
- vec3 du = normalize(lI + viewLocal);
1340
- if (du.z < 0.0) {
1341
- du = -du;
1338
+ vec3 lm = vec3(lightLocal.xy, -lightLocal.z);
1339
+ vec3 thinWallHalf = normalize(lm + viewLocal);
1340
+ if (thinWallHalf.z < 0.0) {
1341
+ thinWallHalf = -thinWallHalf;
1342
1342
  }
1343
- float oM = abs(dot(viewLocal, du));
1344
- vec3 mv = vec3(cY(prepared, oM, false));
1343
+ float thinWallViewHalf = abs(dot(viewLocal, thinWallHalf));
1344
+ vec3 lZ = vec3(cK(prepared, thinWallViewHalf, false));
1345
1345
  if (material.thinFilmWeight > 0.0) {
1346
- mv = cc(
1347
- mv,
1348
- oM,
1346
+ lZ = bQ(
1347
+ lZ,
1348
+ thinWallViewHalf,
1349
1349
  material.thinFilmThickness,
1350
1350
  material.thinFilmIor,
1351
1351
  prepared.thinFilmBaseIor,
@@ -1353,66 +1353,66 @@ material.thinFilmWeight,
1353
1353
  prepared.thinFilmExteriorIor
1354
1354
  );
1355
1355
  }
1356
- vec3 gA = av(
1357
- mv,
1356
+ vec3 gk = aq(
1357
+ lZ,
1358
1358
  1.0
1359
1359
  );
1360
- vec3 tint = bN(
1360
+ vec3 tint = bF(
1361
1361
  material,
1362
1362
  abs(viewLocal.z),
1363
1363
  prepared.refractionEtaTOverEtaI
1364
1364
  );
1365
1365
  response += prepared.weights[OPENPBR_LOBE_TRANSMISSION]
1366
- * ao(
1366
+ * aj(
1367
1367
  material,
1368
1368
  viewLocal,
1369
- lI,
1370
- du,
1371
- tint * (vec3(1.0) - gA),
1372
- aM
1369
+ lm,
1370
+ thinWallHalf,
1371
+ tint * (vec3(1.0) - gk),
1372
+ lobePdf
1373
1373
  );
1374
1374
  }
1375
1375
  else {
1376
1376
  response += prepared.weights[OPENPBR_LOBE_TRANSMISSION]
1377
- * dE(
1377
+ * dc(
1378
1378
  material,
1379
1379
  material.relativeIor,
1380
- bh(material),
1380
+ ba(material),
1381
1381
  viewLocal,
1382
1382
  lightLocal,
1383
- ad,
1384
- bG,
1385
- aM
1383
+ aa,
1384
+ fresnel,
1385
+ lobePdf
1386
1386
  );
1387
1387
  }
1388
1388
  if (prepared.dielectricMsProbability > 0.0) {
1389
- aM *= 1.0 - prepared.dielectricMsProbability;
1389
+ lobePdf *= 1.0 - prepared.dielectricMsProbability;
1390
1390
  }
1391
- pdf += prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] * aM;
1391
+ pdf += prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] * lobePdf;
1392
1392
  }
1393
1393
  if (prepared.weights[OPENPBR_LOBE_SUBSURFACE] > 0.0) {
1394
1394
  if (material.thinWalled) {
1395
- vec3 pb = vec3(lightLocal.xy, -lightLocal.z);
1395
+ vec3 oQ = vec3(lightLocal.xy, -lightLocal.z);
1396
1396
  response += 0.5 * prepared.weights[OPENPBR_LOBE_SUBSURFACE]
1397
- * bJ(
1397
+ * bw(
1398
1398
  material,
1399
1399
  material.subsurfaceColor,
1400
1400
  viewLocal,
1401
- pb,
1401
+ oQ,
1402
1402
  diffuseSpecularEnergyCompensation,
1403
- aM
1403
+ lobePdf
1404
1404
  );
1405
- aM *= 0.5;
1405
+ lobePdf *= 0.5;
1406
1406
  }
1407
1407
  else {
1408
- response += prepared.weights[OPENPBR_LOBE_SUBSURFACE] * dX(
1408
+ response += prepared.weights[OPENPBR_LOBE_SUBSURFACE] * dK(
1409
1409
  material,
1410
1410
  viewLocal,
1411
1411
  lightLocal,
1412
- aM
1412
+ lobePdf
1413
1413
  );
1414
1414
  }
1415
- pdf += prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] * aM;
1415
+ pdf += prepared.probabilities[OPENPBR_LOBE_SUBSURFACE] * lobePdf;
1416
1416
  }
1417
1417
  }
1418
1418
 
@@ -1423,13 +1423,13 @@ if (prepared.dielectricMsProbability > 0.0) {
1423
1423
  float cosine = abs(lightLocal.z);
1424
1424
  if (cosine > 0.0) {
1425
1425
  float ior = (reflection ? prepared.refractionEtaTOverEtaI : 1.0 / prepared.refractionEtaTOverEtaI);
1426
- float ju = (reflection ? prepared.dielectricMsReflectionRatio : 1.0 - prepared.dielectricMsReflectionRatio);
1427
- float oZ = prepared.dielectricMsViewLoss * bb(ior, prepared.specularAlpha, cosine)
1428
- / max(bf(ior, prepared.specularAlpha), 1e-12);
1429
- float cL = min(oZ * ju, 1.0 / cosine);
1426
+ float iZ = (reflection ? prepared.dielectricMsReflectionRatio : 1.0 - prepared.dielectricMsReflectionRatio);
1427
+ float oP = prepared.dielectricMsViewLoss * aV(ior, prepared.specularAlpha, cosine)
1428
+ / max(aY(ior, prepared.specularAlpha), 1e-12);
1429
+ float cv = min(oP * iZ, 1.0 / cosine);
1430
1430
  vec3 scale = (reflection ? prepared.dielectricMsReflectionScale : prepared.dielectricMsTransmissionScale);
1431
- response += scale * cL * INVPI;
1432
- pdf += prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] * prepared.dielectricMsProbability * ju * 0.5 * INVPI;
1431
+ response += scale * cv * INVPI;
1432
+ pdf += prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] * prepared.dielectricMsProbability * iZ * 0.5 * INVPI;
1433
1433
  }
1434
1434
  }
1435
1435
 
@@ -1437,7 +1437,7 @@ pdf += prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] * prepared.dielectricMs
1437
1437
  }
1438
1438
  #endif
1439
1439
  if (material.coatWeight > 0.0) {
1440
- response *= cF(prepared,
1440
+ response *= cm(prepared,
1441
1441
  #ifdef USE_COAT_NORMAL_FRAMES
1442
1442
  independentCoat ? coatLightCosine : lightLocal.z
1443
1443
  #else
@@ -1456,42 +1456,42 @@ if (
1456
1456
  reflection
1457
1457
  #endif
1458
1458
  && prepared.weights[OPENPBR_LOBE_COAT] > 0.0) {
1459
- vec3 dT = viewLocal;
1460
- vec3 lh = lightLocal;
1461
- vec3 gL = ad;
1462
- float kk = bm;
1459
+ vec3 dG = viewLocal;
1460
+ vec3 kQ = lightLocal;
1461
+ vec3 coatHalf = aa;
1462
+ float coatViewHalf = viewHalf;
1463
1463
  if (prepared.directionFrames) {
1464
- dT = openpbr_to_local(prepared.coatBasis, openpbr_to_world(prepared.basis, viewLocal));
1464
+ dG = openpbr_to_local(prepared.coatBasis, openpbr_to_world(prepared.basis, viewLocal));
1465
1465
  #ifdef USE_COAT_NORMAL_FRAMES
1466
- if (independentCoat) { dT = prepared.coatViewLocal; }
1466
+ if (independentCoat) { dG = prepared.coatViewLocal; }
1467
1467
  #endif
1468
- lh = openpbr_to_local(prepared.coatBasis, lightDirection);
1469
- gL = normalize(lh + dT);
1470
- if (gL.z < 0.0) { gL = -gL; }
1471
- kk = abs(dot(dT, gL));
1468
+ kQ = openpbr_to_local(prepared.coatBasis, lightDirection);
1469
+ coatHalf = normalize(kQ + dG);
1470
+ if (coatHalf.z < 0.0) { coatHalf = -coatHalf; }
1471
+ coatViewHalf = abs(dot(dG, coatHalf));
1472
1472
  }
1473
1473
 
1474
- vec3 lQ = vec3(af(
1475
- kk,
1474
+ vec3 lB = vec3(ae(
1475
+ coatViewHalf,
1476
1476
  1.0 / material.coatIor
1477
1477
  ));
1478
- OpenPbrResolvedMaterial dS = material;
1479
- vec2 jX = aN(material.coatRoughness, material.coatAnisotropy);
1480
- dS.alphaX = jX.x;
1481
- dS.alphaY = jX.y;
1478
+ OpenPbrResolvedMaterial dF = material;
1479
+ vec2 jD = aL(material.coatRoughness, material.coatAnisotropy);
1480
+ dF.alphaX = jD.x;
1481
+ dF.alphaY = jD.y;
1482
1482
  response += prepared.weights[OPENPBR_LOBE_COAT]
1483
1483
  #ifdef USE_COAT_NORMAL_FRAMES
1484
1484
  * (independentCoat ? max(coatLightCosine, 0.0) : 1.0)
1485
1485
  #endif
1486
- * ao(
1487
- dS,
1488
- dT,
1489
- lh,
1490
- gL,
1491
- lQ,
1492
- aM
1486
+ * aj(
1487
+ dF,
1488
+ dG,
1489
+ kQ,
1490
+ coatHalf,
1491
+ lB,
1492
+ lobePdf
1493
1493
  );
1494
- pdf += prepared.probabilities[OPENPBR_LOBE_COAT] * aM;
1494
+ pdf += prepared.probabilities[OPENPBR_LOBE_COAT] * lobePdf;
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 rC = aU(
1504
+ float rt = aQ(
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] * rC)
1510
+ vec3(1.0 - prepared.weights[OPENPBR_LOBE_FUZZ] * rt)
1511
1511
  );
1512
1512
  response += prepared.weights[OPENPBR_LOBE_FUZZ]
1513
1513
  #ifdef USE_COAT_NORMAL_FRAMES
1514
1514
  * (independentCoat ? max(lightLocal.z, 0.0) : 1.0)
1515
1515
  #endif
1516
- * kD(
1516
+ * kg(
1517
1517
  material,
1518
1518
  viewLocal,
1519
1519
  lightLocal,
1520
- aM
1520
+ lobePdf
1521
1521
  );
1522
- pdf += prepared.probabilities[OPENPBR_LOBE_FUZZ] * aM;
1522
+ pdf += prepared.probabilities[OPENPBR_LOBE_FUZZ] * lobePdf;
1523
1523
  }
1524
1524
 
1525
1525
  #ifdef USE_COAT_NORMAL_FRAMES
@@ -1528,35 +1528,35 @@ if (independentCoat) { return response; }
1528
1528
  return response * abs(lightLocal.z);
1529
1529
  }
1530
1530
 
1531
- vec3 sp(
1531
+ vec3 sj(
1532
1532
  vec3 tangent,
1533
1533
  OpenPbrResolvedMaterial material,
1534
- vec3 bM,
1534
+ vec3 bD,
1535
1535
  vec3 normal,
1536
1536
  vec3 lightDirection,
1537
1537
  out float pdf
1538
1538
  ) {
1539
- ag prepared = ds(
1539
+ OpenPbrPreparedBsdf prepared = bV(
1540
1540
  tangent,
1541
1541
  material,
1542
- bM,
1542
+ bD,
1543
1543
  normal
1544
1544
  );
1545
- return bO(prepared, lightDirection, pdf);
1545
+ return openpbr_eval_prepared(prepared, lightDirection, pdf);
1546
1546
  }
1547
1547
 
1548
- float xN(
1548
+ float openpbr_pdf(
1549
1549
  vec3 tangent,
1550
1550
  OpenPbrResolvedMaterial material,
1551
- vec3 bM,
1551
+ vec3 bD,
1552
1552
  vec3 normal,
1553
1553
  vec3 lightDirection
1554
1554
  ) {
1555
1555
  float pdf;
1556
- sp(
1556
+ sj(
1557
1557
  tangent,
1558
1558
  material,
1559
- bM,
1559
+ bD,
1560
1560
  normal,
1561
1561
  lightDirection,
1562
1562
  pdf
@@ -1564,18 +1564,18 @@ pdf
1564
1564
  return pdf;
1565
1565
  }
1566
1566
 
1567
- vec3 eN(
1568
- ag prepared,
1569
- vec3 cq,
1567
+ vec3 dl(
1568
+ OpenPbrPreparedBsdf prepared,
1569
+ vec3 cc,
1570
1570
  out vec3 lightDirection,
1571
1571
  out float pdf,
1572
1572
  out bool isTransmissionEvent
1573
1573
  ) {
1574
1574
  OpenPbrResolvedMaterial material = prepared.material;
1575
1575
  vec3 viewLocal = prepared.viewLocal;
1576
- float cH = cq.x;
1577
- float fL = cq.y;
1578
- float bv = cq.z;
1576
+ float cp = cc.x;
1577
+ float fp = cc.y;
1578
+ float bl = cc.z;
1579
1579
  pdf = 0.0;
1580
1580
  isTransmissionEvent = false;
1581
1581
  lightDirection = prepared.basis.normal;
@@ -1588,7 +1588,7 @@ prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] >= 1.0 - 1e-6) {
1588
1588
  lightDirection = openpbr_to_world(prepared.basis, -viewLocal);
1589
1589
  pdf = 1.0;
1590
1590
  isTransmissionEvent = true;
1591
- return (bh(prepared.material) * cF(prepared,
1591
+ return (ba(prepared.material) * cm(prepared,
1592
1592
  #ifdef USE_COAT_NORMAL_FRAMES
1593
1593
  prepared.material.coatNormalEnabled ? dot(prepared.coatBasis.normal, lightDirection) : -prepared.viewLocal.z
1594
1594
  #else
@@ -1599,99 +1599,99 @@ 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 jT = 1; jT < OPENPBR_LOBE_COUNT; jT++) {
1603
- cdf[jT] = cdf[jT - 1] + prepared.probabilities[jT];
1602
+ for (int lobe = 1; lobe < OPENPBR_LOBE_COUNT; lobe++) {
1603
+ cdf[lobe] = cdf[lobe - 1] + prepared.probabilities[lobe];
1604
1604
  }
1605
1605
  if (cdf[OPENPBR_LOBE_SUBSURFACE] <= 0.0) {
1606
1606
  return vec3(0.0);
1607
1607
  }
1608
1608
 
1609
1609
  vec3 lightLocal;
1610
- if (bv < cdf[OPENPBR_LOBE_FUZZ] || (
1611
- bv >= cdf[OPENPBR_LOBE_TRANSMISSION] && bv < cdf[OPENPBR_LOBE_DIFFUSE]
1610
+ if (bl < cdf[OPENPBR_LOBE_FUZZ] || (
1611
+ bl >= cdf[OPENPBR_LOBE_TRANSMISSION] && bl < cdf[OPENPBR_LOBE_DIFFUSE]
1612
1612
  )) {
1613
- lightLocal = aO(vec2(cH, fL));
1613
+ lightLocal = aM(vec2(cp, fp));
1614
1614
  }
1615
- else if (bv < cdf[OPENPBR_LOBE_COAT]) {
1616
- vec3 dT = viewLocal;
1617
- if (prepared.directionFrames) { dT = openpbr_to_local(prepared.coatBasis, openpbr_to_world(prepared.basis, viewLocal)); }
1615
+ else if (bl < cdf[OPENPBR_LOBE_COAT]) {
1616
+ vec3 dG = viewLocal;
1617
+ if (prepared.directionFrames) { dG = openpbr_to_local(prepared.coatBasis, openpbr_to_world(prepared.basis, viewLocal)); }
1618
1618
  #ifdef USE_COAT_NORMAL_FRAMES
1619
- if (material.coatNormalEnabled) { dT = prepared.coatViewLocal; }
1619
+ if (material.coatNormalEnabled) { dG = prepared.coatViewLocal; }
1620
1620
  #endif
1621
- vec3 ad = aD(
1622
- dT,
1621
+ vec3 aa = aA(
1622
+ dG,
1623
1623
 
1624
- aN(material.coatRoughness, material.coatAnisotropy),
1625
- vec2(cH, fL)
1624
+ aL(material.coatRoughness, material.coatAnisotropy),
1625
+ vec2(cp, fp)
1626
1626
  );
1627
- if (ad.z < 0.0) {
1628
- ad = -ad;
1627
+ if (aa.z < 0.0) {
1628
+ aa = -aa;
1629
1629
  }
1630
- lightLocal = normalize(reflect(-dT, ad));
1630
+ lightLocal = normalize(reflect(-dG, aa));
1631
1631
  #ifdef USE_COAT_NORMAL_FRAMES
1632
1632
  if (material.coatNormalEnabled) {
1633
1633
  lightDirection = openpbr_to_world(prepared.coatBasis, lightLocal);
1634
1634
  if (lightLocal.z <= 0.0 || dot(material.geometricNormal, lightDirection) <= 0.0) { return vec3(0.0); }
1635
- return bO(prepared, lightDirection, pdf);
1635
+ return openpbr_eval_prepared(prepared, lightDirection, pdf);
1636
1636
  }
1637
1637
  #endif
1638
1638
  if (prepared.directionFrames) { lightLocal = openpbr_to_local(prepared.basis, openpbr_to_world(prepared.coatBasis, lightLocal)); }
1639
1639
  }
1640
- else if (bv < cdf[OPENPBR_LOBE_SPECULAR]) {
1641
- bool uP = bv < cdf[OPENPBR_LOBE_METAL];
1642
- float sN = (bv - cdf[OPENPBR_LOBE_COAT]) / max(prepared.probabilities[OPENPBR_LOBE_METAL], 1e-12);
1643
- if (uP && sN < prepared.metalMsProbability) {
1644
- float z = cH;
1645
- float ex = sqrt(max(0.0, 1.0 - z * z));
1646
- float azimuth = TWOPI * fL;
1647
- lightLocal = vec3(ex * cos(azimuth), ex * sin(azimuth), z);
1640
+ else if (bl < cdf[OPENPBR_LOBE_SPECULAR]) {
1641
+ bool uU = bl < cdf[OPENPBR_LOBE_METAL];
1642
+ float sK = (bl - cdf[OPENPBR_LOBE_COAT]) / max(prepared.probabilities[OPENPBR_LOBE_METAL], 1e-12);
1643
+ if (uU && sK < prepared.metalMsProbability) {
1644
+ float z = cp;
1645
+ float dr = sqrt(max(0.0, 1.0 - z * z));
1646
+ float azimuth = TWOPI * fp;
1647
+ lightLocal = vec3(dr * cos(azimuth), dr * sin(azimuth), z);
1648
1648
  }
1649
1649
  else {
1650
- vec3 ad = aD(
1650
+ vec3 aa = aA(
1651
1651
  viewLocal,
1652
1652
  vec2(material.alphaX, material.alphaY),
1653
- vec2(cH, fL)
1653
+ vec2(cp, fp)
1654
1654
  );
1655
- if (ad.z < 0.0) {
1656
- ad = -ad;
1655
+ if (aa.z < 0.0) {
1656
+ aa = -aa;
1657
1657
  }
1658
- lightLocal = normalize(reflect(-viewLocal, ad));
1658
+ lightLocal = normalize(reflect(-viewLocal, aa));
1659
1659
  }
1660
1660
  }
1661
- else if (bv < cdf[OPENPBR_LOBE_TRANSMISSION]) {
1661
+ else if (bl < cdf[OPENPBR_LOBE_TRANSMISSION]) {
1662
1662
  isTransmissionEvent = true;
1663
1663
 
1664
1664
 
1665
- float vS = (bv - cdf[OPENPBR_LOBE_SPECULAR]) / max(prepared.probabilities[OPENPBR_LOBE_TRANSMISSION], 1e-12);
1666
- if (prepared.dielectricMsProbability > 0.0 && vS < prepared.dielectricMsProbability) {
1667
- float ju = prepared.dielectricMsReflectionRatio;
1668
- bool mJ = cH < ju;
1665
+ float wk = (bl - cdf[OPENPBR_LOBE_SPECULAR]) / max(prepared.probabilities[OPENPBR_LOBE_TRANSMISSION], 1e-12);
1666
+ if (prepared.dielectricMsProbability > 0.0 && wk < prepared.dielectricMsProbability) {
1667
+ float iZ = prepared.dielectricMsReflectionRatio;
1668
+ bool mv = cp < iZ;
1669
1669
  float z;
1670
- if (mJ) { z = min(cH / ju, 0.99999994); }
1671
- else { z = -min((cH - ju) / (1.0 - ju), 0.99999994); }
1672
- float ex = sqrt(max(0.0, 1.0 - z * z));
1673
- float azimuth = TWOPI * fL;
1674
- lightLocal = vec3(ex * cos(azimuth), ex * sin(azimuth), z);
1675
- isTransmissionEvent = !mJ;
1670
+ if (mv) { z = min(cp / iZ, 0.99999994); }
1671
+ else { z = -min((cp - iZ) / (1.0 - iZ), 0.99999994); }
1672
+ float dr = sqrt(max(0.0, 1.0 - z * z));
1673
+ float azimuth = TWOPI * fp;
1674
+ lightLocal = vec3(dr * cos(azimuth), dr * sin(azimuth), z);
1675
+ isTransmissionEvent = !mv;
1676
1676
  }
1677
1677
  else {
1678
- vec3 ad = aD(
1678
+ vec3 aa = aA(
1679
1679
  viewLocal,
1680
1680
  vec2(material.alphaX, material.alphaY),
1681
- vec2(cH, fL)
1681
+ vec2(cp, fp)
1682
1682
  );
1683
- if (ad.z < 0.0) {
1684
- ad = -ad;
1683
+ if (aa.z < 0.0) {
1684
+ aa = -aa;
1685
1685
  }
1686
- float bm = abs(dot(viewLocal, ad));
1687
- vec3 bG = vec3(af(
1688
- bm,
1686
+ float viewHalf = abs(dot(viewLocal, aa));
1687
+ vec3 fresnel = vec3(ae(
1688
+ viewHalf,
1689
1689
  prepared.material.relativeIor
1690
1690
  ));
1691
1691
  if (material.thinFilmWeight > 0.0) {
1692
- bG = cc(
1693
- bG,
1694
- bm,
1692
+ fresnel = bQ(
1693
+ fresnel,
1694
+ viewHalf,
1695
1695
  material.thinFilmThickness,
1696
1696
  material.thinFilmIor,
1697
1697
  prepared.thinFilmBaseIor,
@@ -1700,13 +1700,13 @@ prepared.thinFilmExteriorIor
1700
1700
  );
1701
1701
  }
1702
1702
  if (material.thinWalled) {
1703
- vec3 iC = normalize(reflect(-viewLocal, ad));
1704
- lightLocal = vec3(iC.xy, -iC.z);
1703
+ vec3 hX = normalize(reflect(-viewLocal, aa));
1704
+ lightLocal = vec3(hX.xy, -hX.z);
1705
1705
  }
1706
1706
  else {
1707
1707
  lightLocal = refract(
1708
1708
  -viewLocal,
1709
- ad,
1709
+ aa,
1710
1710
  prepared.material.relativeIor
1711
1711
  );
1712
1712
  if (dot(lightLocal, lightLocal) <= 1e-8) {
@@ -1720,13 +1720,13 @@ lightLocal = normalize(lightLocal);
1720
1720
  else {
1721
1721
  isTransmissionEvent = true;
1722
1722
  if (material.thinWalled) {
1723
- float lq = cH;
1724
- bool qL = lq >= 0.5;
1725
- cH = qL
1726
- ? (lq - 0.5) * 2.0
1727
- : lq * 2.0;
1728
- lightLocal = aO(vec2(cH, fL));
1729
- if (qL) {
1723
+ float kW = cp;
1724
+ bool qD = kW >= 0.5;
1725
+ cp = qD
1726
+ ? (kW - 0.5) * 2.0
1727
+ : kW * 2.0;
1728
+ lightLocal = aM(vec2(cp, fp));
1729
+ if (qD) {
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 = aO(vec2(cH, fL));
1737
+ lightLocal = aM(vec2(cp, fp));
1738
1738
  lightLocal.z = -lightLocal.z;
1739
1739
  }
1740
1740
  }
@@ -1748,20 +1748,20 @@ return vec3(0.0);
1748
1748
  if (material.coatNormalEnabled &&
1749
1749
  ((dot(material.geometricNormal, lightDirection) <= 0.0) != isTransmissionEvent)) { return vec3(0.0); }
1750
1750
  #endif
1751
- return bO(prepared, lightDirection, pdf);
1751
+ return openpbr_eval_prepared(prepared, lightDirection, pdf);
1752
1752
  }
1753
1753
 
1754
- vec3 tZ(
1754
+ vec3 uc(
1755
1755
  vec3 tangent,
1756
1756
  OpenPbrResolvedMaterial material,
1757
- vec3 cq,
1758
- vec3 bM,
1757
+ vec3 cc,
1758
+ vec3 bD,
1759
1759
  vec3 normal,
1760
1760
  out vec3 lightDirection,
1761
1761
  out float pdf,
1762
1762
  out bool isTransmissionEvent
1763
1763
  ) {
1764
- ag prepared = ds(tangent, material, bM, normal);
1765
- return eN(prepared, cq, lightDirection, pdf, isTransmissionEvent);
1764
+ OpenPbrPreparedBsdf prepared = bV(tangent, material, bD, normal);
1765
+ return dl(prepared, cc, lightDirection, pdf, isTransmissionEvent);
1766
1766
  }`;
1767
1767
  //# sourceMappingURL=openPbrBsdf.glsl.js.map