/* * Copyright (C) 2017 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ // Note: comment out to assume fp32 computations #ifndef MOBILE_GGX_USE_FP16 #define MOBILE_GGX_USE_FP16 1 #endif #define MEDIUMP_FLT_MAX 65504.0 #define MEDIUMP_FLT_MIN 0.00006103515625 #if MOBILE_GGX_USE_FP16 #define saturateMediump(x) min(x, MEDIUMP_FLT_MAX) #else #define saturateMediump(x) (x) #endif // Taken from https://gist.github.com/romainguy/a2e9208f14cae37c579448be99f78f25 // Modified by Epic Games, Inc. To account for premultiplied light color and code style rules. half GGX_Mobile(half Roughness, half NoH, half3 H, half3 N) { // Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces" // In mediump, there are two problems computing 1.0 - NoH^2 // 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights) // 2) NoH doesn't have enough precision around 1.0 // Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well // However, we can do better using Lagrange's identity: // ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2 // since N and H are unit vectors: ||N x H||^2 = 1.0 - NoH^2 // This computes 1.0 - NoH^2 directly (which is close to zero in the highlights and has // enough precision). // Overall this yields better performance, keeping all computations in mediump #if MOBILE_GGX_USE_FP16 float3 NxH = cross(N, H); float OneMinusNoHSqr = dot(NxH, NxH); #else float OneMinusNoHSqr = 1.0 - NoH * NoH; #endif half a = Roughness * Roughness; float n = NoH * a; float p = a / (OneMinusNoHSqr + n * n); float d = p * p; return saturateMediump(d); }