brdf.glsl 445 B

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  1. #ifndef _BRDF_GLSL_
  2. #define _BRDF_GLSL_
  3. vec3 surfaceAlbedo(const vec3 baseColor, const float metalness) {
  4. return mix(baseColor, vec3(0.0), metalness);
  5. }
  6. vec3 surfaceF0(const vec3 baseColor, const float metalness) {
  7. return mix(vec3(0.04), baseColor, metalness);
  8. }
  9. float getMipFromRoughness(const float roughness, const float numMipmaps) {
  10. // First mipmap level = roughness 0, last = roughness = 1
  11. return roughness * numMipmaps;
  12. }
  13. #endif