// GGX area light approximation from Horizon Zero Dawn float GetNoHSquared(float radiusTan, float NoL, float NoV, float VoL) { float radiusCos = 1.0 / sqrt(1.0 + radiusTan * radiusTan); float RoL = 2.0 * NoL * NoV - VoL; if (RoL >= radiusCos) return 1.0; float rOverLengthT = radiusCos * radiusTan / sqrt(1.0 - RoL * RoL); float NoTr = rOverLengthT * (NoV - RoL * NoL); float VoTr = rOverLengthT * (2.0 * NoV * NoV - 1.0 - RoL * VoL); float triple = sqrt(clamp(1.0 - NoL * NoL - NoV * NoV - VoL * VoL + 2.0 * NoL * NoV * VoL, 0.0, 1.0)); float NoBr = rOverLengthT * triple, VoBr = rOverLengthT * (2.0 * triple * NoV); float NoLVTr = NoL * radiusCos + NoV + NoTr, VoLVTr = VoL * radiusCos + 1.0 + VoTr; float p = NoBr * VoLVTr, q = NoLVTr * VoLVTr, s = VoBr * NoLVTr; float xNum = q * (-0.5 * p + 0.25 * VoBr * NoLVTr); float xDenom = p * p + s * ((s - 2.0 * p)) + NoLVTr * ((NoL * radiusCos + NoV) * VoLVTr * VoLVTr + q * (-0.5 * (VoLVTr + VoL * radiusCos) - 0.5)); float twoX1 = 2.0 * xNum / (xDenom * xDenom + xNum * xNum); float sinTheta = twoX1 * xDenom; float cosTheta = 1.0 - twoX1 * xNum; NoTr = cosTheta * NoTr + sinTheta * NoBr; VoTr = cosTheta * VoTr + sinTheta * VoBr; float newNoL = NoL * radiusCos + NoTr; float newVoL = VoL * radiusCos + VoTr; float NoH = NoV + newNoL; float HoH = 2.0 * newVoL + 2.0; return clamp(NoH * NoH / HoH, 0.0, 1.0); } float GGX(vec3 normalM, vec3 viewPos, vec3 lightVec, float NdotLmax0, float smoothnessG) { smoothnessG = sqrt1(smoothnessG * 0.9 + 0.1); float roughnessP = (1.35 - smoothnessG); float roughness = pow2(pow2(roughnessP)); vec3 halfVec = normalize(lightVec - viewPos); float dotLH = clamp(dot(halfVec, lightVec), 0.0, 1.0); float dotNV = dot(normalM, -viewPos); #if WATER_REFLECT_QUALITY >= 2 float dotNH = GetNoHSquared(0.01, NdotLmax0, dotNV, dot(-viewPos, lightVec)); #else float dotNH = pow2(min1(2.0 * NdotLmax0 * dotNV * length(halfVec) - dot(-viewPos, lightVec))); #endif float denom = dotNH * roughness - dotNH + 1.0; float D = roughness / (3.141592653589793 * pow2(denom)); float f0 = 0.05; float F = exp2((-5.55473 * dotLH - 6.98316) * dotLH) * (1.0 - f0) + f0; float NdotLmax0M = sqrt3(NdotLmax0 * max0(dot(normal, lightVec))); float specular = max0(NdotLmax0M * D * F / pow2(dotLH)); specular = specular / (0.125 * specular + 1.0); return specular; }