lygia
/lighting
/transparent
)This function simulates the refraction of light through a transparent material. It uses the Schlick's approximation to calculate the Fresnel reflection and the Snell's law to calculate the refraction. It also uses the envMap function to simulate the dispersion of light through the material.
Dependencies:
lygia
/lighting
/envMap
.glsl
lygia
/lighting
/ior
.glsl
lygia
/lighting
/ior
/2eta
.glsl
lygia
/lighting
/ior
/2f0
.glsl
Use:
<vec3> transparent(<vec3> normal, <vec3> view, <vec3> ior, <float> roughness)
#if !defined(TRANSPARENT_DISPERSION) && defined(TRANSPARENT_DISPERSION_PASSES)
#define TRANSPARENT_DISPERSION 0.05
#elif defined(TRANSPARENT_DISPERSION) && !defined(TRANSPARENT_DISPERSION_PASSES)
#define TRANSPARENT_DISPERSION_PASSES 6
#endif
#ifndef FNC_TRANSPARENT
#define FNC_TRANSPARENT
vec3 transparent(vec3 normal, vec3 view, vec3 Fr, vec3 eta, float roughness) {
vec3 color = vec3(0.0);
vec3 T = max(vec3(0.0), 1.0-Fr);
#if defined(TRANSPARENT_DISPERSION) && defined(TRANSPARENT_DISPERSION_PASSES)
float pass_step = 1.0/float(TRANSPARENT_DISPERSION_PASSES);
vec3 bck = vec3(0.0);
for ( int i = 0; i < TRANSPARENT_DISPERSION_PASSES; i++ ) {
float slide = float(i) * pass_step * TRANSPARENT_DISPERSION;
vec3 R = refract(view, normal, eta.g );
vec3 ref = envMap(R, roughness, 0.0);
#if !defined(TRANSPARENT_DISPERSION_FAST) && !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI)
ref.r = envMap(refract(view, normal, eta.r - slide), roughness, 0.0).r;
ref.b = envMap(refract(view, normal, eta.b + slide), roughness, 0.0).b;
#endif
bck += ref;
}
color.rgb = bck * pass_step;
#else
vec3 R = refract(view, normal, eta.g);
color = envMap(R, roughness);
#if !defined(TRANSPARENT_DISPERSION_FAST) && !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI)
vec3 RaR = refract(view, normal, eta.r);
vec3 RaB = refract(view, normal, eta.b);
color.r = envMap(RaR, roughness).r;
color.b = envMap(RaB, roughness).b;
#endif
#endif
return color*T*T*T*T;
}
vec3 transparent(vec3 normal, vec3 view, float Fr, vec3 eta, float roughness) {
vec3 color = vec3(0.0);
float T = max(0.0, 1.0-Fr);
#if defined(TRANSPARENT_DISPERSION) && defined(TRANSPARENT_DISPERSION_PASSES)
float pass_step = 1.0/float(TRANSPARENT_DISPERSION_PASSES);
vec3 bck = vec3(0.0);
for ( int i = 0; i < TRANSPARENT_DISPERSION_PASSES; i++ ) {
float slide = float(i) * pass_step * TRANSPARENT_DISPERSION;
vec3 R = refract(view, normal, eta.g );
vec3 ref = envMap(R, roughness, 0.0);
#if !defined(TRANSPARENT_DISPERSION_FAST) && !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI)
ref.r = envMap(refract(view, normal, eta.r - slide), roughness, 0.0).r;
ref.b = envMap(refract(view, normal, eta.b + slide), roughness, 0.0).b;
#endif
bck += ref;
}
color.rgb = bck * pass_step;
#else
vec3 R = refract(view, normal, eta.g);
color = envMap(R, roughness);
#if !defined(TRANSPARENT_DISPERSION_FAST) && !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI)
vec3 RaR = refract(view, normal, eta.r);
vec3 RaB = refract(view, normal, eta.b);
color.r = envMap(RaR, roughness).r;
color.b = envMap(RaB, roughness).b;
#endif
#endif
return color*T*T*T*T;
}
#endif
Dependencies:
lygia
/lighting
/envMap
.glsl
lygia
/lighting
/ior
.glsl
lygia
/lighting
/ior
/2eta
.glsl
lygia
/lighting
/ior
/2f0
.glsl
Use:
<float3> transparent(<float3> normal, <float3> view, <float3> ior, <float> roughness)
#if !defined(TRANSPARENT_DISPERSION) && defined(TRANSPARENT_DISPERSION_PASSES)
#define TRANSPARENT_DISPERSION 0.05
#elif defined(TRANSPARENT_DISPERSION) && !defined(TRANSPARENT_DISPERSION_PASSES)
#define TRANSPARENT_DISPERSION_PASSES 6
#endif
#ifndef FNC_TRANSPARENT
#define FNC_TRANSPARENT
float3 transparent(float3 normal, float3 view, float3 Fr, float3 eta, float roughness) {
float3 color = float3(0.0, 0.0, 0.0);
float3 T = max(float3(0.0, 0.0, 0.0), 1.0 - Fr);
#if defined(TRANSPARENT_DISPERSION) && defined(TRANSPARENT_DISPERSION_PASSES)
float pass_step = 1.0/float(TRANSPARENT_DISPERSION_PASSES);
float3 bck = float3(0.0, 0.0, 0.0);
for ( int i = 0; i < TRANSPARENT_DISPERSION_PASSES; i++ ) {
float slide = float(i) * pass_step * TRANSPARENT_DISPERSION;
float3 R = refract(view, normal, eta.g );
float3 ref = envMap(R, roughness, 0.0);
#if !defined(TRANSPARENT_DISPERSION_FAST) && !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI)
ref.r = envMap(refract(view, normal, eta.r - slide), roughness, 0.0).r;
ref.b = envMap(refract(view, normal, eta.b + slide), roughness, 0.0).b;
#endif
bck += ref;
}
color.rgb = bck * pass_step;
#else
float3 R = refract(view, normal, eta.g);
color = envMap(R, roughness);
#if !defined(TRANSPARENT_DISPERSION_FAST) && !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI)
float3 RaR = refract(view, normal, eta.r);
float3 RaB = refract(view, normal, eta.b);
color.r = envMap(RaR, roughness).r;
color.b = envMap(RaB, roughness).b;
#endif
#endif
return color*T*T*T*T;
}
float3 transparent(float3 normal, float3 view, float Fr, float3 eta, float roughness) {
float3 color = float3(0.0, 0.0, 0.0);
float T = max(0.0, 1.0-Fr);
#if defined(TRANSPARENT_DISPERSION) && defined(TRANSPARENT_DISPERSION_PASSES)
float pass_step = 1.0/float(TRANSPARENT_DISPERSION_PASSES);
float3 bck = float3(0.0, 0.0, 0.0);
for ( int i = 0; i < TRANSPARENT_DISPERSION_PASSES; i++ ) {
float slide = float(i) * pass_step * TRANSPARENT_DISPERSION;
float3 R = refract(view, normal, eta.g );
float3 ref = envMap(R, roughness, 0.0);
#if !defined(TRANSPARENT_DISPERSION_FAST) && !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI)
ref.r = envMap(refract(view, normal, eta.r - slide), roughness, 0.0).r;
ref.b = envMap(refract(view, normal, eta.b + slide), roughness, 0.0).b;
#endif
bck += ref;
}
color.rgb = bck * pass_step;
#else
float3 R = refract(view, normal, eta.g);
color = envMap(R, roughness);
#if !defined(TRANSPARENT_DISPERSION_FAST) && !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI)
float3 RaR = refract(view, normal, eta.r);
float3 RaB = refract(view, normal, eta.b);
color.r = envMap(RaR, roughness).r;
color.b = envMap(RaB, roughness).b;
#endif
#endif
return color*T*T*T*T;
}
#endif
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