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Rename variable and parameter qualifiers. No functional changes
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-17
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1 file changed

+17
-17
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src/shaders/common/disney.glsl

Lines changed: 17 additions & 17 deletions
Original file line numberDiff line numberDiff line change
@@ -50,7 +50,7 @@ float FresnelMix(Material mat, float eta, float VDotH)
5050
return mix(dielectricFresnel, metallicFresnel, mat.metallic);
5151
}
5252

53-
vec3 EvalDiffuse(Material mat, vec3 Csheen, vec3 V, vec3 L, vec3 H, inout float pdf)
53+
vec3 EvalDiffuse(Material mat, vec3 Csheen, vec3 V, vec3 L, vec3 H, out float pdf)
5454
{
5555
pdf = 0.0;
5656
if (L.z <= 0.0)
@@ -75,7 +75,7 @@ vec3 EvalDiffuse(Material mat, vec3 Csheen, vec3 V, vec3 L, vec3 H, inout float
7575
return (INV_PI * mix(Fd, ss, mat.subsurface) * mat.baseColor + Fsheen) * (1.0 - mat.metallic) * (1.0 - mat.specTrans);
7676
}
7777

78-
vec3 EvalSpecReflection(Material mat, float eta, vec3 specCol, vec3 V, vec3 L, vec3 H, inout float pdf)
78+
vec3 EvalSpecReflection(Material mat, float eta, vec3 specCol, vec3 V, vec3 L, vec3 H, out float pdf)
7979
{
8080
pdf = 0.0;
8181
if (L.z <= 0.0)
@@ -92,27 +92,27 @@ vec3 EvalSpecReflection(Material mat, float eta, vec3 specCol, vec3 V, vec3 L, v
9292
return F * D * G2 / (4.0 * L.z * V.z);
9393
}
9494

95-
vec3 EvalSpecRefraction(Material mat, float eta, vec3 V, vec3 L, vec3 H, inout float pdf)
95+
vec3 EvalSpecRefraction(Material mat, float eta, vec3 V, vec3 L, vec3 H, out float pdf)
9696
{
9797
pdf = 0.0;
9898
if (L.z >= 0.0)
9999
return vec3(0.0);
100100

101101
float F = DielectricFresnel(abs(dot(V, H)), eta);
102102
float D = GTR2(H.z, mat.roughness);
103-
float denom = dot(L, H) + dot(V, H) * eta;
103+
float denom = dot(L, H) + dot(V, H) * eta;
104104
denom *= denom;
105105
float G1 = SmithG(abs(V.z), mat.roughness);
106106
float G2 = G1 * SmithG(abs(L.z), mat.roughness);
107107
float jacobian = abs(dot(L, H)) / denom;
108108

109109
pdf = G1 * max(0.0, dot(V, H)) * D * jacobian / V.z;
110-
110+
111111
vec3 specColor = pow(mat.baseColor, vec3(0.5));
112112
return specColor * (1.0 - mat.metallic) * mat.specTrans * (1.0 - F) * D * G2 * abs(dot(V, H)) * abs(dot(L, H)) * eta * eta / (denom * abs(L.z) * abs(V.z));
113113
}
114114

115-
vec3 EvalClearcoat(Material mat, vec3 V, vec3 L, vec3 H, inout float pdf)
115+
vec3 EvalClearcoat(Material mat, vec3 V, vec3 L, vec3 H, out float pdf)
116116
{
117117
pdf = 0.0;
118118
if (L.z <= 0.0)
@@ -121,15 +121,15 @@ vec3 EvalClearcoat(Material mat, vec3 V, vec3 L, vec3 H, inout float pdf)
121121
float FH = DielectricFresnel(dot(V, H), 1.0 / 1.5);
122122
float F = mix(0.04, 1.0, FH);
123123
float D = GTR1(H.z, mat.clearcoatRoughness);
124-
float G = SmithG(L.z, 0.25)
125-
* SmithG(V.z, 0.25);
124+
float G = SmithG(L.z, 0.25)
125+
* SmithG(V.z, 0.25);
126126
float jacobian = 1.0 / (4.0 * dot(V, H));
127127

128128
pdf = D * H.z * jacobian;
129129
return vec3(0.25) * mat.clearcoat * F * D * G / (4.0 * L.z * V.z);
130130
}
131131

132-
void GetSpecColor(Material mat, float eta, inout vec3 specCol, inout vec3 sheenCol)
132+
void GetSpecColor(Material mat, float eta, out vec3 specCol, out vec3 sheenCol)
133133
{
134134
float lum = Luminance(mat.baseColor);
135135
vec3 ctint = lum > 0.0 ? mat.baseColor / lum : vec3(1.0f);
@@ -138,7 +138,7 @@ void GetSpecColor(Material mat, float eta, inout vec3 specCol, inout vec3 sheenC
138138
sheenCol = mix(vec3(1.0), ctint, mat.sheenTint);
139139
}
140140

141-
void GetLobeProbabilities(Material mat, float eta, vec3 specCol, float approxFresnel, inout float diffuseWt, inout float specReflectWt, inout float specRefractWt, inout float clearcoatWt)
141+
void GetLobeProbabilities(Material mat, float eta, vec3 specCol, float approxFresnel, out float diffuseWt, out float specReflectWt, out float specRefractWt, out float clearcoatWt)
142142
{
143143
diffuseWt = Luminance(mat.baseColor) * (1.0 - mat.metallic) * (1.0 - mat.specTrans);
144144
specReflectWt = Luminance(mix(specCol, vec3(1.0), approxFresnel));
@@ -152,7 +152,7 @@ void GetLobeProbabilities(Material mat, float eta, vec3 specCol, float approxFre
152152
clearcoatWt /= totalWt;
153153
}
154154

155-
vec3 DisneySample(State state, vec3 V, vec3 N, inout vec3 L, inout float pdf)
155+
vec3 DisneySample(State state, vec3 V, vec3 N, out vec3 L, out float pdf)
156156
{
157157
pdf = 0.0;
158158
vec3 f = vec3(0.0);
@@ -170,9 +170,9 @@ vec3 DisneySample(State state, vec3 V, vec3 N, inout vec3 L, inout float pdf)
170170

171171
// Lobe weights
172172
float diffuseWt, specReflectWt, specRefractWt, clearcoatWt;
173-
// TODO: Recheck fresnel. Not sure if correct. VDotN produces fireflies with rough dielectric.
173+
// TODO: Recheck fresnel. Not sure if correct. VDotN produces fireflies with rough dielectric.
174174
// VDotH matches Mitsuba and gets rid of all fireflies but H isn't available at this stage
175-
float approxFresnel = FresnelMix(state.mat, state.eta, V.z);
175+
float approxFresnel = FresnelMix(state.mat, state.eta, V.z);
176176
GetLobeProbabilities(state.mat, state.eta, specCol, approxFresnel, diffuseWt, specReflectWt, specRefractWt, clearcoatWt);
177177

178178
// CDF for picking a lobe
@@ -182,7 +182,7 @@ vec3 DisneySample(State state, vec3 V, vec3 N, inout vec3 L, inout float pdf)
182182
cdf[2] = cdf[1] + specRefractWt;
183183
cdf[3] = cdf[2] + clearcoatWt;
184184

185-
if(r1 < cdf[0]) // Diffuse Reflection Lobe
185+
if (r1 < cdf[0]) // Diffuse Reflection Lobe
186186
{
187187
r1 /= cdf[0];
188188
L = CosineSampleHemisphere(r1, r2);
@@ -236,7 +236,7 @@ vec3 DisneySample(State state, vec3 V, vec3 N, inout vec3 L, inout float pdf)
236236
return f * abs(dot(N, L));
237237
}
238238

239-
vec3 DisneyEval(State state, vec3 V, vec3 N, vec3 L, inout float bsdfPdf)
239+
vec3 DisneyEval(State state, vec3 V, vec3 N, vec3 L, out float bsdfPdf)
240240
{
241241
bsdfPdf = 0.0;
242242
vec3 f = vec3(0.0);
@@ -261,8 +261,8 @@ vec3 DisneyEval(State state, vec3 V, vec3 N, vec3 L, inout float bsdfPdf)
261261

262262
// Lobe weights
263263
float diffuseWt, specReflectWt, specRefractWt, clearcoatWt;
264-
float approxFresnel = FresnelMix(state.mat, state.eta, dot(V, H));
265-
GetLobeProbabilities(state.mat, state.eta, specCol, approxFresnel, diffuseWt, specReflectWt, specRefractWt, clearcoatWt);
264+
float fresnel = FresnelMix(state.mat, state.eta, dot(V, H));
265+
GetLobeProbabilities(state.mat, state.eta, specCol, fresnel, diffuseWt, specReflectWt, specRefractWt, clearcoatWt);
266266

267267
float pdf;
268268

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