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armorpaint/base/shaders/std/brdf.glsl
T
2024-10-02 23:17:50 +02:00

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GLSL

#ifndef _BRDF_GLSL_
#define _BRDF_GLSL_
vec3 surface_albedo(const vec3 base_color, const float metalness) {
return mix(base_color, vec3(0.0, 0.0, 0.0), metalness);
}
vec3 surface_f0(const vec3 base_color, const float metalness) {
return mix(vec3(0.04, 0.04, 0.04), base_color, metalness);
}
float mip_from_roughness(const float roughness, const float num_mipmaps) {
// First mipmap level = roughness 0, last = roughness = 1
return roughness * num_mipmaps;
}
#endif