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- #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
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