LYGIA Shader Library

gtaoMultiBounce (lygia/lighting/common/gtaoMultiBounce)

Returns a color ambient occlusion based on a pre-computed visibility term. The albedo term is meant to be the diffuse color or f0 for the diffuse and specular terms respectively.

Use:

<vec3> gtaoMultiBounce(<float> visibility, <vec3> albedo)

Check it on Github

#ifndef FNC_GTAOMULTIBOUNCE
#define FNC_GTAOMULTIBOUNCE


vec3 gtaoMultiBounce(const in float visibility, const in vec3 albedo) {
    // Jimenez et al. 2016, "Practical Realtime Strategies for Accurate Indirect Occlusion"
    vec3 a =  2.0404 * albedo - 0.3324;
    vec3 b = -4.7951 * albedo + 0.6417;
    vec3 c =  2.7552 * albedo + 0.6903;

    return max(vec3(visibility), ((visibility * a + b) * visibility + c) * visibility);
}

#endif

Use:

<float3> gtaoMultiBounce(<float> visibility, <float3> albedo)

Check it on Github

#ifndef FNC_GTAOMULTIBOUNCE
#define FNC_GTAOMULTIBOUNCE


float3 gtaoMultiBounce(float visibility, const float3 albedo) {
    // Jimenez et al. 2016, "Practical Realtime Strategies for Accurate Indirect Occlusion"
    float3 a =  2.0404 * albedo - 0.3324;
    float3 b = -4.7951 * albedo + 0.6417;
    float3 c =  2.7552 * albedo + 0.6903;

    return max(float3(visibility, visibility, visibility), ((visibility * a + b) * visibility + c) * visibility);
}

#endif

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