fuckingtech/public/assets/glsl/lygia/lighting/fresnelReflection.wgsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

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1 KiB
WebGPU Shading Language

#include "fresnel.wgsl"
#include "envMap.wgsl"
/*
contributors: Patricio Gonzalez Vivo
description: "Resolve fresnel coeficient and apply it to a reflection. It can apply\
\ iridescence to \nusing a formula based on https://www.alanzucconi.com/2017/07/25/the-mathematics-of-thin-film-interference/\n"
use:
- <vec3> fresnelReflection(<vec3> R, <vec3> f0, <float> NoV)
- <vec3> fresnelIridescentReflection(<vec3> normal, <vec3> view, <vec3> f0, <vec3> ior1, <vec3> ior2, <float> thickness, <float> roughness)
- <vec3> fresnelReflection(<Material> _M)
options:
- FRESNEL_REFLECTION_RGB: <vec3> RGB values of the reflection
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
fn fresnelReflection(R: vec3f, f0: vec3f, NoV: f32) -> {
let frsnl = fresnel(f0, NoV);
let reflectColor = vec3f(0.0);
reflectColor = envMap(R, 1.0, 0.001);
return reflectColor * frsnl;
}