#ifndef _BRDF_GLSL_ #define _BRDF_GLSL_ vec3 surfaceAlbedo(const vec3 baseColor, const float metalness) { return mix(baseColor, vec3(0.0), metalness); } vec3 surfaceF0(const vec3 baseColor, const float metalness) { return mix(vec3(0.04), baseColor, metalness); } float getMipFromRoughness(const float roughness, const float numMipmaps) { // First mipmap level = roughness 0, last = roughness = 1 return roughness * numMipmaps; } #endif