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3b1ff1eece
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28397adb20
4 changed files with 2 additions and 2 deletions
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@ -83,7 +83,7 @@ vec3 BRDF(vec3 L, vec3 V, vec3 N, float metallic, float roughness)
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// D = Normal distribution (Distribution of the microfacets)
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// D = Normal distribution (Distribution of the microfacets)
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float D = D_GGX(dotNH, roughness);
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float D = D_GGX(dotNH, roughness);
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// G = Geometric shadowing term (Microfacets shadowing)
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// G = Geometric shadowing term (Microfacets shadowing)
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float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
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float G = G_SchlicksmithGGX(dotNL, dotNV, rroughness);
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// F = Fresnel factor (Reflectance depending on angle of incidence)
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// F = Fresnel factor (Reflectance depending on angle of incidence)
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vec3 F = F_Schlick(dotNV, metallic);
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vec3 F = F_Schlick(dotNV, metallic);
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@ -90,7 +90,7 @@ float3 BRDF(float3 L, float3 V, float3 N, float metallic, float roughness)
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// D = Normal distribution (Distribution of the microfacets)
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// D = Normal distribution (Distribution of the microfacets)
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float D = D_GGX(dotNH, roughness);
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float D = D_GGX(dotNH, roughness);
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// G = Geometric shadowing term (Microfacets shadowing)
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// G = Geometric shadowing term (Microfacets shadowing)
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float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
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float G = G_SchlicksmithGGX(dotNL, dotNV, rroughness);
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// F = Fresnel factor (Reflectance depending on angle of incidence)
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// F = Fresnel factor (Reflectance depending on angle of incidence)
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float3 F = F_Schlick(dotNV, metallic);
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float3 F = F_Schlick(dotNV, metallic);
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