From: John Tsiombikas Date: Tue, 8 Dec 2020 13:22:29 +0000 (+0200) Subject: whitted: fresnel, needs work X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=demo_prior;a=commitdiff_plain;h=753198324a51cb6269541cada54758771826ad25 whitted: fresnel, needs work --- diff --git a/sdr/whitted.p.glsl b/sdr/whitted.p.glsl index 055a818..72a7c75 100644 --- a/sdr/whitted.p.glsl +++ b/sdr/whitted.p.glsl @@ -30,12 +30,17 @@ bool isect_floor(in vec3 ro, in vec3 rd, in vec2 sz, out HitPoint hit); bool isect_plane(in vec3 ro, in vec3 rd, in vec4 plane, out HitPoint hit); bool isect_sphere(in vec3 ro, in vec3 rd, in vec3 pos, float rad, out HitPoint hit); +/* schlick's approximation: [5.0, 1.0, R(0deg)] */ +float hack_fresnel(vec3 i, vec3 n, vec3 fresnel_val); + vec3 tex_chess(in vec3 col1, in vec3 col2, in vec2 spos); -const Material mtl_sph = Material(vec3(1.0, 1.0, 1.0) * 0.1, vec3(1.0, 1.0, 1.0), 80.0, 0.8, 0.0, 1.0); -const Material mtl_glass = Material(vec3(1.0, 1.0, 1.0) * 0.01, vec3(1.0, 1.0, 1.0), 80.0, 0.0, 0.99, 1.52); -const Material mtl_air = Material(vec3(1.0, 1.0, 1.0) * 0.01, vec3(1.0, 1.0, 1.0), 80.0, 0.0, 0.99, 1.0); -const Material mtl_floor = Material(vec3(0.5, 0.5, 0.5), vec3(0.0, 0.0, 0.0), 1.0, 0.0, 0.0, 1.0); +#define GREY(x) vec3(x, x, x) + +const Material mtl_sph = Material(GREY(0.1), GREY(1.0), 80.0, 0.8, 0.0, 0.0); +const Material mtl_glass = Material(GREY(0.0), GREY(0.99), 80.0, 0.99, 0.99, 1.52); +const Material mtl_air = Material(GREY(0.0), GREY(0.99), 80.0, 0.99, 0.99, 1.0); +const Material mtl_floor = Material(GREY(0.5), GREY(0.0), 1.0, 0.0, 0.0, 0.0); const vec3 light_pos = vec3(-10, 50, 30); @@ -93,10 +98,17 @@ void main() float entering = step(0.0, dot(-stack[top].ray.dir, hit.norm)); vec3 norm = faceforward(hit.norm, stack[top].ray.dir, hit.norm); + float fr = hack_fresnel(-stack[top].ray.dir, norm, vec3(5.0, 4.0, 0.01)); + // fr = 1 everywhere when ior < 0.5 to avoid affecting the metal sphere + fr = min(1.0, (1.0 - step(0.5, hit.mtl.ior)) + fr); + int op = stack[top].op++; if(op == 0) { // reflection - float energy = stack[top].ray.energy * hit.mtl.refl; + float energy = stack[top].ray.energy * hit.mtl.refl * fr; + if(hit.mtl.refr > 1e-4) { + energy += fr * 0.01; + } if(energy > 1e-4) { int next = top + 1; stack[next].op = 0; @@ -107,7 +119,7 @@ void main() } } else if(op == 1) { // refraction - float energy = stack[top].ray.energy * hit.mtl.refr; + float energy = stack[top].ray.energy * hit.mtl.refr * (1.0 - fr); if(energy > 1e-4) { float next_ior = mix(stack[top - 1].ray.ior, hit.mtl.ior, entering); float ior = stack[top].ray.ior / next_ior; @@ -278,6 +290,12 @@ bool isect_sphere(in vec3 ro, in vec3 rd, in vec3 pos, float rad, out HitPoint h return true; } +/* schlick's approximation: [5.0, 1.0, R(0deg)] */ +float hack_fresnel(vec3 i, vec3 n, vec3 fresnel_val) +{ + return fresnel_val.z + pow(1.0 - dot(i, n), fresnel_val.x) * fresnel_val.y; +} + vec3 tex_chess(in vec3 col1, in vec3 col2, in vec2 spos) { float foo = step(0.5, mod(spos.x * 8.0, 1.0)) * 2.0 - 1.0;