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Commit 7e901e55 authored by Ptolemy's avatar Ptolemy
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SL-17274: PBR: Cleanup alignment

parent 4257bf7b
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2 merge requests!3Update to main branch,!2Rebase onto current main branch
...@@ -239,12 +239,12 @@ void main() ...@@ -239,12 +239,12 @@ void main()
// Reference: getMetallicRoughnessInfo // Reference: getMetallicRoughnessInfo
float perceptualRough = packedORM.g; float perceptualRough = packedORM.g;
float alphaRough = perceptualRough * perceptualRough; float alphaRough = perceptualRough * perceptualRough;
vec3 colorDiff = mix( diffuse.rgb, vec3(0) , metal); vec3 colorDiff = mix( diffuse.rgb, vec3(0) , metal);
reflect0 = mix( reflect0 , diffuse.rgb, metal); // reflect at 0 degrees reflect0 = mix( reflect0 , diffuse.rgb, metal); // reflect at 0 degrees
reflect90 = vec3(1); // reflect at 90 degrees reflect90 = vec3(1); // reflect at 90 degrees
#if DEBUG_PBR_REFLECTANCE #if DEBUG_PBR_REFLECTANCE
float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b ); float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b );
#endif #endif
// Common to RadianceGGX and RadianceLambertian // Common to RadianceGGX and RadianceLambertian
...@@ -270,12 +270,12 @@ void main() ...@@ -270,12 +270,12 @@ void main()
// Reference: getIBLRadianceLambertian // Reference: getIBLRadianceLambertian
vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term
float Ems = (1.0 - vScaleBias.x + vScaleBias.y); float Ems = (1.0 - vScaleBias.x + vScaleBias.y);
vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0); vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0);
vec3 AvgEms = avg * Ems; vec3 AvgEms = avg * Ems;
vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms); vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms);
vec3 kDiffuse = colorDiffuse * (1.0 - FssEssLambert + FmsEms); vec3 kDiffuse = colorDiffuse * (1.0 - FssEssLambert + FmsEms);
colorDiffuse += (FmsEms + kDiffuse) * irradiance; colorDiffuse += (FmsEms + kDiffuse) * irradiance;
float occlusion_strength = 1.0; // TODO: From glb float occlusion_strength = 1.0; // TODO: From glb
float ao = packedORM.r; float ao = packedORM.r;
......
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