[nzsl_version("1.0")] module Math.CookTorrancePBR; import Pi from Math.Constants; [export] fn DistributionGGX(N: vec3[f32], H: vec3[f32], roughness: f32) -> f32 { let a = roughness * roughness; let a2 = a * a; let NdotH = max(dot(N, H), 0.0); let NdotH2 = NdotH * NdotH; let num = a2; let denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = Pi * denom * denom; return num / denom; } [export] fn GeometrySchlickGGX(NdotV: f32, roughness: f32) -> f32 { let r = (roughness + 1.0); let k = (r * r) / 8.0; let num = NdotV; let denom = NdotV * (1.0 - k) + k; return num / denom; } [export] fn GeometrySmith(N: vec3[f32], V: vec3[f32], L: vec3[f32], roughness: f32) -> f32 { let NdotV = max(dot(N, V), 0.0); let NdotL = max(dot(N, L), 0.0); let ggx2 = GeometrySchlickGGX(NdotV, roughness); let ggx1 = GeometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } [export] fn FresnelSchlick(cosTheta: f32, F0: vec3[f32]) -> vec3[f32] { // TODO: Clamp return F0 + (vec3[f32](1.0, 1.0, 1.0) - F0) * pow(min(max(1.0 - cosTheta, 0.0), 1.0), 5.0); } [export] fn ComputeLightRadiance(lightColor: vec3[f32], posToLight: vec3[f32], lightAttenuation: f32, albedoFactor: vec3[f32], eyeVec: vec3[f32], F0: vec3[f32], normal: vec3[f32], metallic: f32, roughness: f32) -> vec3[f32] { let radiance = lightColor * lightAttenuation; let halfDir = normalize(posToLight + eyeVec); // Cook-Torrance BRDF let NDF = DistributionGGX(normal, halfDir, roughness); let G = GeometrySmith(normal, eyeVec, posToLight, roughness); let F = FresnelSchlick(max(dot(halfDir, eyeVec), 0.0), F0); let kS = F; let diffuse = vec3[f32](1.0, 1.0, 1.0) - kS; diffuse *= 1.0 - metallic; let numerator = NDF * G * F; let denominator = 4.0 * max(dot(normal, eyeVec), 0.0) * max(dot(normal, posToLight), 0.0); let specular = numerator / max(denominator, 0.0001); let NdotL = max(dot(normal, posToLight), 0.0); return (diffuse * albedoFactor + specular) * radiance * NdotL; }