1#define_import_path bevy_pbr::lighting3#import bevy_pbr::{4 mesh_view_types::POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE,5 mesh_view_bindings as view_bindings,6}7#import bevy_render::maths::PI9const LAYER_BASE: u32 = 0;10const LAYER_CLEARCOAT: u32 = 1;12// From the Filament design doc13// https://google.github.io/filament/Filament.html#table_symbols14// Symbol Definition15// v View unit vector16// l Incident light unit vector17// n Surface normal unit vector18// h Half unit vector between l and v19// f BRDF20// f_d Diffuse component of a BRDF21// f_r Specular component of a BRDF22// α Roughness, remapped from using input perceptualRoughness23// σ Diffuse reflectance24// Ω Spherical domain25// f0 Reflectance at normal incidence26// f90 Reflectance at grazing angle27// χ+(a) Heaviside function (1 if a>0 and 0 otherwise)28// nior Index of refraction (IOR) of an interface29// ⟨n⋅l⟩ Dot product clamped to [0..1]30// ⟨a⟩ Saturated value (clamped to [0..1])32// The Bidirectional Reflectance Distribution Function (BRDF) describes the surface response of a standard material33// and consists of two components, the diffuse component (f_d) and the specular component (f_r):34// f(v,l) = f_d(v,l) + f_r(v,l)35//36// The form of the microfacet model is the same for diffuse and specular37// f_r(v,l) = f_d(v,l) = 1 / { |n⋅v||n⋅l| } ∫_Ω D(m,α) G(v,l,m) f_m(v,l,m) (v⋅m) (l⋅m) dm38//39// In which:40// D, also called the Normal Distribution Function (NDF) models the distribution of the microfacets41// G models the visibility (or occlusion or shadow-masking) of the microfacets42// f_m is the microfacet BRDF and differs between specular and diffuse components43//44// The above integration needs to be approximated.46// Input to a lighting function for a single layer (either the base layer or the47// clearcoat layer).48struct LayerLightingInput {49 // The normal vector.50 N: vec3<f32>,51 // The reflected vector.52 R: vec3<f32>,53 // The normal vector ⋅ the view vector.54 NdotV: f32,56 // The perceptual roughness of the layer.57 perceptual_roughness: f32,58 // The roughness of the layer.59 roughness: f32,60}62// Input to a lighting function (`point_light`, `spot_light`,63// `directional_light`).64struct LightingInput {65#ifdef STANDARD_MATERIAL_CLEARCOAT66 layers: array<LayerLightingInput, 2>,67#else // STANDARD_MATERIAL_CLEARCOAT68 layers: array<LayerLightingInput, 1>,69#endif // STANDARD_MATERIAL_CLEARCOAT71 // The world-space position.72 P: vec3<f32>,73 // The vector to the view.74 V: vec3<f32>,76 // The diffuse color of the material.77 diffuse_color: vec3<f32>,79 // Specular reflectance at the normal incidence angle.80 //81 // This should be read F₀, but due to Naga limitations we can't name it that.82 F0_: vec3<f32>,83 // Constants for the BRDF approximation.84 //85 // See `EnvBRDFApprox` in86 // <https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile>.87 // What we call `F_ab` they call `AB`.88 F_ab: vec2<f32>,90#ifdef STANDARD_MATERIAL_CLEARCOAT91 // The strength of the clearcoat layer.92 clearcoat_strength: f32,93#endif // STANDARD_MATERIAL_CLEARCOAT95#ifdef STANDARD_MATERIAL_ANISOTROPY96 // The anisotropy strength, reflecting the amount of increased roughness in97 // the tangent direction.98 anisotropy: f32,99 // The tangent direction for anisotropy: i.e. the direction in which100 // roughness increases.101 Ta: vec3<f32>,102 // The bitangent direction, which is the cross product of the normal with103 // the tangent direction.104 Ba: vec3<f32>,105#endif // STANDARD_MATERIAL_ANISOTROPY106}108// Values derived from the `LightingInput` for both diffuse and specular lights.109struct DerivedLightingInput {110 // The half-vector between L, the incident light vector, and V, the view111 // vector.112 H: vec3<f32>,113 // The normal vector ⋅ the incident light vector.114 NdotL: f32,115 // The normal vector ⋅ the half-vector.116 NdotH: f32,117 // The incident light vector ⋅ the half-vector.118 LdotH: f32,119}121// distanceAttenuation is simply the square falloff of light intensity122// combined with a smooth attenuation at the edge of the light radius123//124// light radius is a non-physical construct for efficiency purposes,125// because otherwise every light affects every fragment in the scene126fn getDistanceAttenuation(distanceSquare: f32, inverseRangeSquared: f32) -> f32 {127 let factor = distanceSquare * inverseRangeSquared;128 let smoothFactor = saturate(1.0 - factor * factor);129 let attenuation = smoothFactor * smoothFactor;130 return attenuation * 1.0 / max(distanceSquare, 0.0001);131}133// Normal distribution function (specular D)134// Based on https://google.github.io/filament/Filament.html#citation-walter07136// D_GGX(h,α) = α^2 / { π ((n⋅h)^2 (α2−1) + 1)^2 }138// Simple implementation, has precision problems when using fp16 instead of fp32139// see https://google.github.io/filament/Filament.html#listing_speculardfp16140fn D_GGX(roughness: f32, NdotH: f32, h: vec3<f32>) -> f32 {141 let oneMinusNdotHSquared = 1.0 - NdotH * NdotH;142 let a = NdotH * roughness;143 let k = roughness / (oneMinusNdotHSquared + a * a);144 let d = k * k * (1.0 / PI);145 return d;146}148// An approximation of the anisotropic GGX distribution function.149//150// 1151// D(𝐡) = ───────────────────────────────────────────────────152// παₜα_b((𝐡 ⋅ 𝐭)² / αₜ²) + (𝐡 ⋅ 𝐛)² / α_b² + (𝐡 ⋅ 𝐧)²)²153//154// * `T` = 𝐭 = the tangent direction = the direction of increased roughness.155//156// * `B` = 𝐛 = the bitangent direction = the direction of decreased roughness.157//158// * `at` = αₜ = the alpha-roughness in the tangent direction.159//160// * `ab` = α_b = the alpha-roughness in the bitangent direction.161//162// This is from the `KHR_materials_anisotropy` spec:163// <https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_anisotropy/README.md#individual-lights>164fn D_GGX_anisotropic(at: f32, ab: f32, NdotH: f32, TdotH: f32, BdotH: f32) -> f32 {165 let a2 = at * ab;166 let f = vec3(ab * TdotH, at * BdotH, a2 * NdotH);167 let w2 = a2 / dot(f, f);168 let d = a2 * w2 * w2 * (1.0 / PI);169 return d;170}172// Visibility function (Specular G)173// V(v,l,a) = G(v,l,α) / { 4 (n⋅v) (n⋅l) }174// such that f_r becomes175// f_r(v,l) = D(h,α) V(v,l,α) F(v,h,f0)176// where177// V(v,l,α) = 0.5 / { n⋅l sqrt((n⋅v)^2 (1−α2) + α2) + n⋅v sqrt((n⋅l)^2 (1−α2) + α2) }178// Note the two sqrt's, that may be slow on mobile, see https://google.github.io/filament/Filament.html#listing_approximatedspecularv179fn V_SmithGGXCorrelated(roughness: f32, NdotV: f32, NdotL: f32) -> f32 {180 let a2 = roughness * roughness;181 let lambdaV = NdotL * sqrt((NdotV - a2 * NdotV) * NdotV + a2);182 let lambdaL = NdotV * sqrt((NdotL - a2 * NdotL) * NdotL + a2);183 let v = 0.5 / (lambdaV + lambdaL);184 return v;185}187// The visibility function, anisotropic variant.188fn V_GGX_anisotropic(189 at: f32,190 ab: f32,191 NdotL: f32,192 NdotV: f32,193 BdotV: f32,194 TdotV: f32,195 TdotL: f32,196 BdotL: f32,197) -> f32 {198 let GGX_V = NdotL * length(vec3(at * TdotV, ab * BdotV, NdotV));199 let GGX_L = NdotV * length(vec3(at * TdotL, ab * BdotL, NdotL));200 let v = 0.5 / (GGX_V + GGX_L);201 return saturate(v);202}204// A simpler, but nonphysical, alternative to Smith-GGX. We use this for205// clearcoat, per the Filament spec.206//207// https://google.github.io/filament/Filament.html#materialsystem/clearcoatmodel#toc4.9.1208fn V_Kelemen(LdotH: f32) -> f32 {209 return 0.25 / (LdotH * LdotH);210}212// Fresnel function213// see https://google.github.io/filament/Filament.html#citation-schlick94214// F_Schlick(v,h,f_0,f_90) = f_0 + (f_90 − f_0) (1 − v⋅h)^5215fn F_Schlick_vec(f0: vec3<f32>, f90: f32, VdotH: f32) -> vec3<f32> {216 // not using mix to keep the vec3 and float versions identical217 return f0 + (f90 - f0) * pow(1.0 - VdotH, 5.0);218}220fn F_Schlick(f0: f32, f90: f32, VdotH: f32) -> f32 {221 // not using mix to keep the vec3 and float versions identical222 return f0 + (f90 - f0) * pow(1.0 - VdotH, 5.0);223}225fn fresnel(f0: vec3<f32>, LdotH: f32) -> vec3<f32> {226 // f_90 suitable for ambient occlusion227 // see https://google.github.io/filament/Filament.html#lighting/occlusion228 let f90 = saturate(dot(f0, vec3<f32>(50.0 * 0.33)));229 return F_Schlick_vec(f0, f90, LdotH);230}232// Given distribution, visibility, and Fresnel term, calculates the final233// specular light.234//235// Multiscattering approximation:236// <https://google.github.io/filament/Filament.html#listing_energycompensationimpl>237fn specular_multiscatter(238 input: ptr<function, LightingInput>,239 D: f32,240 V: f32,241 F: vec3<f32>,242 specular_intensity: f32,243) -> vec3<f32> {244 // Unpack.245 let F0 = (*input).F0_;246 let F_ab = (*input).F_ab;248 var Fr = (specular_intensity * D * V) * F;249 Fr *= 1.0 + F0 * (1.0 / F_ab.x - 1.0);250 return Fr;251}253// Specular BRDF254// https://google.github.io/filament/Filament.html#materialsystem/specularbrdf256// N, V, and L must all be normalized.257fn derive_lighting_input(N: vec3<f32>, V: vec3<f32>, L: vec3<f32>) -> DerivedLightingInput {258 var input: DerivedLightingInput;259 var H: vec3<f32> = normalize(L + V);260 input.H = H;261 input.NdotL = saturate(dot(N, L));262 input.NdotH = saturate(dot(N, H));263 input.LdotH = saturate(dot(L, H));264 return input;265}267// Returns L in the `xyz` components and the specular intensity in the `w` component.268fn compute_specular_layer_values_for_point_light(269 input: ptr<function, LightingInput>,270 layer: u32,271 V: vec3<f32>,272 light_to_frag: vec3<f32>,273 light_position_radius: f32,274) -> vec4<f32> {275 // Unpack.276 let R = (*input).layers[layer].R;277 let a = (*input).layers[layer].roughness;279 // Representative Point Area Lights.280 // see http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf p14-16281 let centerToRay = dot(light_to_frag, R) * R - light_to_frag;282 let closestPoint = light_to_frag + centerToRay * saturate(283 light_position_radius * inverseSqrt(dot(centerToRay, centerToRay)));284 let LspecLengthInverse = inverseSqrt(dot(closestPoint, closestPoint));285 let normalizationFactor = a / saturate(a + (light_position_radius * 0.5 * LspecLengthInverse));286 let intensity = normalizationFactor * normalizationFactor;288 let L: vec3<f32> = closestPoint * LspecLengthInverse; // normalize() equivalent?289 return vec4(L, intensity);290}292// Cook-Torrance approximation of the microfacet model integration using Fresnel law F to model f_m293// f_r(v,l) = { D(h,α) G(v,l,α) F(v,h,f0) } / { 4 (n⋅v) (n⋅l) }294fn specular(295 input: ptr<function, LightingInput>,296 derived_input: ptr<function, DerivedLightingInput>,297 specular_intensity: f32,298) -> vec3<f32> {299 // Unpack.300 let roughness = (*input).layers[LAYER_BASE].roughness;301 let NdotV = (*input).layers[LAYER_BASE].NdotV;302 let F0 = (*input).F0_;303 let H = (*derived_input).H;304 let NdotL = (*derived_input).NdotL;305 let NdotH = (*derived_input).NdotH;306 let LdotH = (*derived_input).LdotH;308 // Calculate distribution.309 let D = D_GGX(roughness, NdotH, H);310 // Calculate visibility.311 let V = V_SmithGGXCorrelated(roughness, NdotV, NdotL);312 // Calculate the Fresnel term.313 let F = fresnel(F0, LdotH);315 // Calculate the specular light.316 let Fr = specular_multiscatter(input, D, V, F, specular_intensity);317 return Fr;318}320// Calculates the specular light for the clearcoat layer. Returns Fc, the321// Fresnel term, in the first channel, and Frc, the specular clearcoat light, in322// the second channel.323//324// <https://google.github.io/filament/Filament.html#listing_clearcoatbrdf>325fn specular_clearcoat(326 input: ptr<function, LightingInput>,327 derived_input: ptr<function, DerivedLightingInput>,328 clearcoat_strength: f32,329 specular_intensity: f32,330) -> vec2<f32> {331 // Unpack.332 let roughness = (*input).layers[LAYER_CLEARCOAT].roughness;333 let H = (*derived_input).H;334 let NdotH = (*derived_input).NdotH;335 let LdotH = (*derived_input).LdotH;337 // Calculate distribution.338 let Dc = D_GGX(roughness, NdotH, H);339 // Calculate visibility.340 let Vc = V_Kelemen(LdotH);341 // Calculate the Fresnel term.342 let Fc = F_Schlick(0.04, 1.0, LdotH) * clearcoat_strength;343 // Calculate the specular light.344 let Frc = (specular_intensity * Dc * Vc) * Fc;345 return vec2(Fc, Frc);346}348#ifdef STANDARD_MATERIAL_ANISOTROPY350fn specular_anisotropy(351 input: ptr<function, LightingInput>,352 derived_input: ptr<function, DerivedLightingInput>,353 L: vec3<f32>,354 specular_intensity: f32,355) -> vec3<f32> {356 // Unpack.357 let roughness = (*input).layers[LAYER_BASE].roughness;358 let NdotV = (*input).layers[LAYER_BASE].NdotV;359 let V = (*input).V;360 let F0 = (*input).F0_;361 let anisotropy = (*input).anisotropy;362 let Ta = (*input).Ta;363 let Ba = (*input).Ba;364 let H = (*derived_input).H;365 let NdotL = (*derived_input).NdotL;366 let NdotH = (*derived_input).NdotH;367 let LdotH = (*derived_input).LdotH;369 let TdotL = dot(Ta, L);370 let BdotL = dot(Ba, L);371 let TdotH = dot(Ta, H);372 let BdotH = dot(Ba, H);373 let TdotV = dot(Ta, V);374 let BdotV = dot(Ba, V);376 let ab = roughness * roughness;377 let at = mix(ab, 1.0, anisotropy * anisotropy);379 let Da = D_GGX_anisotropic(at, ab, NdotH, TdotH, BdotH);380 let Va = V_GGX_anisotropic(at, ab, NdotL, NdotV, BdotV, TdotV, TdotL, BdotL);381 let Fa = fresnel(F0, LdotH);383 // Calculate the specular light.384 let Fr = specular_multiscatter(input, Da, Va, Fa, specular_intensity);385 return Fr;386}388#endif // STANDARD_MATERIAL_ANISOTROPY390// Diffuse BRDF391// https://google.github.io/filament/Filament.html#materialsystem/diffusebrdf392// fd(v,l) = σ/π * 1 / { |n⋅v||n⋅l| } ∫Ω D(m,α) G(v,l,m) (v⋅m) (l⋅m) dm393//394// simplest approximation395// float Fd_Lambert() {396// return 1.0 / PI;397// }398//399// vec3 Fd = diffuseColor * Fd_Lambert();400//401// Disney approximation402// See https://google.github.io/filament/Filament.html#citation-burley12403// minimal quality difference404fn Fd_Burley(405 input: ptr<function, LightingInput>,406 derived_input: ptr<function, DerivedLightingInput>,407) -> f32 {408 // Unpack.409 let roughness = (*input).layers[LAYER_BASE].roughness;410 let NdotV = (*input).layers[LAYER_BASE].NdotV;411 let NdotL = (*derived_input).NdotL;412 let LdotH = (*derived_input).LdotH;414 let f90 = 0.5 + 2.0 * roughness * LdotH * LdotH;415 let lightScatter = F_Schlick(1.0, f90, NdotL);416 let viewScatter = F_Schlick(1.0, f90, NdotV);417 return lightScatter * viewScatter * (1.0 / PI);418}420// Scale/bias approximation421// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile422// TODO: Use a LUT (more accurate)423fn F_AB(perceptual_roughness: f32, NdotV: f32) -> vec2<f32> {424 let c0 = vec4<f32>(-1.0, -0.0275, -0.572, 0.022);425 let c1 = vec4<f32>(1.0, 0.0425, 1.04, -0.04);426 let r = perceptual_roughness * c0 + c1;427 let a004 = min(r.x * r.x, exp2(-9.28 * NdotV)) * r.x + r.y;428 return vec2<f32>(-1.04, 1.04) * a004 + r.zw;429}431fn EnvBRDFApprox(F0: vec3<f32>, F_ab: vec2<f32>) -> vec3<f32> {432 return F0 * F_ab.x + F_ab.y;433}435fn perceptualRoughnessToRoughness(perceptualRoughness: f32) -> f32 {436 // clamp perceptual roughness to prevent precision problems437 // According to Filament design 0.089 is recommended for mobile438 // Filament uses 0.045 for non-mobile439 let clampedPerceptualRoughness = clamp(perceptualRoughness, 0.089, 1.0);440 return clampedPerceptualRoughness * clampedPerceptualRoughness;441}443fn point_light(444 light_id: u32,445 input: ptr<function, LightingInput>,446 enable_diffuse: bool447) -> vec3<f32> {448 // Unpack.449 let diffuse_color = (*input).diffuse_color;450 let P = (*input).P;451 let N = (*input).layers[LAYER_BASE].N;452 let V = (*input).V;454 let light = &view_bindings::clusterable_objects.data[light_id];455 let light_to_frag = (*light).position_radius.xyz - P;456 let L = normalize(light_to_frag);457 let distance_square = dot(light_to_frag, light_to_frag);458 let rangeAttenuation = getDistanceAttenuation(distance_square, (*light).color_inverse_square_range.w);460 // Base layer462 let specular_L_intensity = compute_specular_layer_values_for_point_light(463 input,464 LAYER_BASE,465 V,466 light_to_frag,467 (*light).position_radius.w,468 );469 var specular_derived_input = derive_lighting_input(N, V, specular_L_intensity.xyz);471 let specular_intensity = specular_L_intensity.w;473#ifdef STANDARD_MATERIAL_ANISOTROPY474 let specular_light = specular_anisotropy(input, &specular_derived_input, L, specular_intensity);475#else // STANDARD_MATERIAL_ANISOTROPY476 let specular_light = specular(input, &specular_derived_input, specular_intensity);477#endif // STANDARD_MATERIAL_ANISOTROPY479 // Clearcoat481#ifdef STANDARD_MATERIAL_CLEARCOAT482 // Unpack.483 let clearcoat_N = (*input).layers[LAYER_CLEARCOAT].N;484 let clearcoat_strength = (*input).clearcoat_strength;486 // Perform specular input calculations again for the clearcoat layer. We487 // can't reuse the above because the clearcoat normal might be different488 // from the main layer normal.489 let clearcoat_specular_L_intensity = compute_specular_layer_values_for_point_light(490 input,491 LAYER_CLEARCOAT,492 V,493 light_to_frag,494 (*light).position_radius.w,495 );496 var clearcoat_specular_derived_input =497 derive_lighting_input(clearcoat_N, V, clearcoat_specular_L_intensity.xyz);499 // Calculate the specular light.500 let clearcoat_specular_intensity = clearcoat_specular_L_intensity.w;501 let Fc_Frc = specular_clearcoat(502 input,503 &clearcoat_specular_derived_input,504 clearcoat_strength,505 clearcoat_specular_intensity506 );507 let inv_Fc = 1.0 - Fc_Frc.r; // Inverse Fresnel term.508 let Frc = Fc_Frc.g; // Clearcoat light.509#endif // STANDARD_MATERIAL_CLEARCOAT511 // Diffuse.512 // Comes after specular since its N⋅L is used in the lighting equation.513 var derived_input = derive_lighting_input(N, V, L);514 var diffuse = vec3(0.0);515 if (enable_diffuse) {516 diffuse = diffuse_color * Fd_Burley(input, &derived_input);517 }519 // See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminanceEquation520 // Lout = f(v,l) Φ / { 4 π d^2 }⟨n⋅l⟩521 // where522 // f(v,l) = (f_d(v,l) + f_r(v,l)) * light_color523 // Φ is luminous power in lumens524 // our rangeAttenuation = 1 / d^2 multiplied with an attenuation factor for smoothing at the edge of the non-physical maximum light radius526 // For a point light, luminous intensity, I, in lumens per steradian is given by:527 // I = Φ / 4 π528 // The derivation of this can be seen here: https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower530 // NOTE: (*light).color.rgb is premultiplied with (*light).intensity / 4 π (which would be the luminous intensity) on the CPU532 var color: vec3<f32>;533#ifdef STANDARD_MATERIAL_CLEARCOAT534 // Account for the Fresnel term from the clearcoat darkening the main layer.535 //536 // <https://google.github.io/filament/Filament.html#materialsystem/clearcoatmodel/integrationinthesurfaceresponse>537 color = (diffuse + specular_light * inv_Fc) * inv_Fc + Frc;538#else // STANDARD_MATERIAL_CLEARCOAT539 color = diffuse + specular_light;540#endif // STANDARD_MATERIAL_CLEARCOAT542 return color * (*light).color_inverse_square_range.rgb *543 (rangeAttenuation * derived_input.NdotL);544}546fn spot_light(547 light_id: u32,548 input: ptr<function, LightingInput>,549 enable_diffuse: bool550) -> vec3<f32> {551 // reuse the point light calculations552 let point_light = point_light(light_id, input, enable_diffuse);554 let light = &view_bindings::clusterable_objects.data[light_id];556 // reconstruct spot dir from x/z and y-direction flag557 var spot_dir = vec3<f32>((*light).light_custom_data.x, 0.0, (*light).light_custom_data.y);558 spot_dir.y = sqrt(max(0.0, 1.0 - spot_dir.x * spot_dir.x - spot_dir.z * spot_dir.z));559 if ((*light).flags & POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE) != 0u {560 spot_dir.y = -spot_dir.y;561 }562 let light_to_frag = (*light).position_radius.xyz - (*input).P.xyz;564 // calculate attenuation based on filament formula https://google.github.io/filament/Filament.html#listing_glslpunctuallight565 // spot_scale and spot_offset have been precomputed566 // note we normalize here to get "l" from the filament listing. spot_dir is already normalized567 let cd = dot(-spot_dir, normalize(light_to_frag));568 let attenuation = saturate(cd * (*light).light_custom_data.z + (*light).light_custom_data.w);569 let spot_attenuation = attenuation * attenuation;571 return point_light * spot_attenuation;572}574fn directional_light(575 light_id: u32,576 input: ptr<function, LightingInput>,577 enable_diffuse: bool578) -> vec3<f32> {579 // Unpack.580 let diffuse_color = (*input).diffuse_color;581 let NdotV = (*input).layers[LAYER_BASE].NdotV;582 let N = (*input).layers[LAYER_BASE].N;583 let V = (*input).V;584 let roughness = (*input).layers[LAYER_BASE].roughness;586 let light = &view_bindings::lights.directional_lights[light_id];588 let L = (*light).direction_to_light.xyz;589 var derived_input = derive_lighting_input(N, V, L);591 var diffuse = vec3(0.0);592 if (enable_diffuse) {593 diffuse = diffuse_color * Fd_Burley(input, &derived_input);594 }596#ifdef STANDARD_MATERIAL_ANISOTROPY597 let specular_light = specular_anisotropy(input, &derived_input, L, 1.0);598#else // STANDARD_MATERIAL_ANISOTROPY599 let specular_light = specular(input, &derived_input, 1.0);600#endif // STANDARD_MATERIAL_ANISOTROPY602#ifdef STANDARD_MATERIAL_CLEARCOAT603 let clearcoat_N = (*input).layers[LAYER_CLEARCOAT].N;604 let clearcoat_strength = (*input).clearcoat_strength;606 // Perform specular input calculations again for the clearcoat layer. We607 // can't reuse the above because the clearcoat normal might be different608 // from the main layer normal.609 var derived_clearcoat_input = derive_lighting_input(clearcoat_N, V, L);611 let Fc_Frc =612 specular_clearcoat(input, &derived_clearcoat_input, clearcoat_strength, 1.0);613 let inv_Fc = 1.0 - Fc_Frc.r;614 let Frc = Fc_Frc.g;615#endif // STANDARD_MATERIAL_CLEARCOAT617 var color: vec3<f32>;618#ifdef STANDARD_MATERIAL_CLEARCOAT619 // Account for the Fresnel term from the clearcoat darkening the main layer.620 //621 // <https://google.github.io/filament/Filament.html#materialsystem/clearcoatmodel/integrationinthesurfaceresponse>622 color = (diffuse + specular_light * inv_Fc) * inv_Fc * derived_input.NdotL +623 Frc * derived_clearcoat_input.NdotL;624#else // STANDARD_MATERIAL_CLEARCOAT625 color = (diffuse + specular_light) * derived_input.NdotL;626#endif // STANDARD_MATERIAL_CLEARCOAT628 return color * (*light).color.rgb;629}