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@@ -1,9 +1,9 @@
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// Functions related to lighting
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float D_GGX(float cos_theta_m, float alpha) {
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- float alpha2 = alpha * alpha;
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- float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
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- return alpha2 / (M_PI * d * d);
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+ float a = cos_theta_m * alpha;
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+ float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a);
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+ return k * k * (1.0 / M_PI);
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}
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// From Earl Hammon, Jr. "PBR Diffuse Lighting for GGX+Smith Microsurfaces" https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX
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