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@@ -337,16 +337,6 @@ float BlinnExponentToGGXRoughness( const in float blinnExponent ) {
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return sqrt( 2.0 / ( blinnExponent + 2.0 ) );
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}
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-// inverted Guassian distribution
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-float D_Inv(float b, float thetaH) {
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-
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- float cot2ThetaH = pow2( 1. / tan( thetaH ) );
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-
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- return ( 1. / ( PI * ( 1. + 4. * pow2( b ) ) ) ) *
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- ( 1. + 4. * exp( -cot2ThetaH / pow2(b) ) / pow( sin( thetaH ), 4. ) );
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-
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-}
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-
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// https://github.com/google/filament/blob/master/shaders/src/brdf.fs#L94
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float D_Charlie(float roughness, float NoH) {
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// Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
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