23 lines
No EOL
829 B
GLSL
23 lines
No EOL
829 B
GLSL
#ifndef FNC_ENVBRDFAPPROX
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#define FNC_ENVBRDFAPPROX
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vec2 envBRDFApprox(const in float _NoV, in float _roughness ) {
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const vec4 c0 = vec4( -1.0, -0.0275, -0.572, 0.022 );
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const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04 );
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vec4 r = _roughness * c0 + c1;
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float a004 = min( r.x * r.x, exp2( -9.28 * _NoV ) ) * r.x + r.y;
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vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;
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return vec2(AB.x, AB.y);
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}
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//https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
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vec3 envBRDFApprox(const in vec3 _specularColor, const in float _NoV, const in float _roughness) {
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vec2 AB = envBRDFApprox(_NoV, _roughness);
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return _specularColor * AB.x + AB.y;
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}
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vec3 envBRDFApprox(ShadingData shadingData) {
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return envBRDFApprox(shadingData.specularColor, shadingData.NoV, shadingData.roughness);
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}
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#endif |