sunag 5 роки тому
батько
коміт
9c13d8805f

+ 0 - 29
src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js

@@ -98,35 +98,6 @@ vec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {
 #define v6 0.0038
 #define m6 4.0
 
-float roughnessToVariance(float roughness) {
-  float variance = 0.0;
-  if (roughness >= r1) {
-    variance = (r0 - roughness) * (v1 - v0) / (r0 - r1) + v0;
-  } else if (roughness >= r4) {
-    variance = (r1 - roughness) * (v4 - v1) / (r1 - r4) + v1;
-  } else if (roughness >= r5) {
-    variance = (r4 - roughness) * (v5 - v4) / (r4 - r5) + v4;
-  } else {
-    float roughness2 = roughness * roughness;
-    variance = 1.79 * roughness2 * roughness2;
-  }
-  return variance;
-}
-
-float varianceToRoughness(float variance) {
-  float roughness = 0.0;
-  if (variance >= v1) {
-    roughness = (v0 - variance) * (r1 - r0) / (v0 - v1) + r0;
-  } else if (variance >= v4) {
-    roughness = (v1 - variance) * (r4 - r1) / (v1 - v4) + r1;
-  } else if (variance >= v5) {
-    roughness = (v4 - variance) * (r5 - r4) / (v4 - v5) + r4;
-  } else {
-    roughness = pow(0.559 * variance, 0.25);// 0.559 = 1.0 / 1.79
-  }
-  return roughness;
-}
-
 float roughnessToMip(float roughness) {
   float mip = 0.0;
   if (roughness >= r1) {