Files
evol-assets/assets/shaders/_builtins/PBR.glsl
T
mo7sen 53e1385cfe FXAA + Fiddling
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
2021-07-21 11:58:18 +02:00

46 lines
975 B
GLSL

#ifndef EV_GLSL_PBR_H
#define EV_GLSL_PBR_H
float DistributionGGX(vec3 N, vec3 H, float a)
{
float a2 = a*a;
float NdotH = max(dot(N,H),0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num/denom;
}
float GeometrySchlickGGX(float NdotV, float k)
{
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float k)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx1 = GeometrySchlickGGX(NdotV, k);
float ggx2 = GeometrySchlickGGX(NdotL, k);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
}
#endif