Created
August 8, 2015 13:14
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#include "math.h" | |
vector Schlick(float CosT; vector FZero) | |
{ | |
return (FZero + (1-FZero) * pow(1-CosT, 5)); | |
} | |
void myCookTorrance(vector nN, FZero, specular; float roughness; string categories, lightmask) | |
{ | |
vector nI = normalize(-I); //from eye to surface | |
float r2 = roughness * roughness; | |
illuminance(P, nN, M_PI, bouncemask("reflect"), "categories", categories, "lightmask", lightmask) | |
{ | |
//prepare variables | |
vector nL = normalize(L); //direction to light | |
vector H = normalize(nI + nL); // half vector | |
float NdotH = dot(nN, H); | |
float NdotL = dot(nN, nL); | |
float IdotH = dot(nI, H); | |
float NdotI = dot(nN, nI); | |
//fresnel | |
vector kr = Schlick(NdotI, FZero); | |
//Geometry Function | |
float G = min(1, (2*NdotH*NdotI/IdotH), (2*NdotH*NdotL/IdotH)); | |
//beckman | |
float roughness_a = 1.0f / ( 4.0f * r2 * pow( NdotH, 4 ) ); | |
float roughness_b = NdotH * NdotH - 1.0f; | |
float roughness_c = r2 * NdotH * NdotH; | |
//Distribution Function | |
float D = roughness_a * exp( roughness_b / roughness_c ); | |
//final result | |
vector _specular = shadow(Cl) * (kr * D * G) / (M_PI * NdotI); | |
storelightexport(getlightname(), "specular", _specular); | |
specular += _specular; | |
} | |
} |
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