brdf.glsl 425 B

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  1. vec3 surface_albedo(const vec3 base_color, const float metalness) {
  2. return mix(base_color, vec3(0.0, 0.0, 0.0), metalness);
  3. }
  4. vec3 surface_f0(const vec3 base_color, const float metalness) {
  5. return mix(vec3(0.04, 0.04, 0.04), base_color, metalness);
  6. }
  7. float mip_from_roughness(const float roughness, const float num_mipmaps) {
  8. // First mipmap level = roughness 0, last = roughness = 1
  9. return roughness * num_mipmaps;
  10. }