20 lines
No EOL
699 B
GLSL
20 lines
No EOL
699 B
GLSL
// See section 4.10.2 in Sebastien Lagarde: Moving Frostbite to Physically Based Rendering 3.0
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// https://seblagarde.wordpress.com/wp-content/uploads/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
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#include "../../math/saturate.glsl"
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#if !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEBGL)
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#define IBL_SPECULAR_OCCLUSION
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#endif
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#ifndef FNC_SPECULARAO
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#define FNC_SPECULARAO
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float specularAO(Material mat, ShadingData shadingData, const in float ao) {
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#if !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEBGL)
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return saturate(pow(shadingData.NoV + ao, exp2(-16.0 * mat.roughness - 1.0)) - 1.0 + ao);
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#else
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return 1.0;
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#endif
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}
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#endif |