diff options
author | clayjohn <claynjohn@gmail.com> | 2022-12-02 15:39:20 -0800 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-12-02 15:39:20 -0800 |
commit | b2b89d7294ebb0824ce85b8bad59357caf5ec14f (patch) | |
tree | 2425bf04162163488441a0975837e0ab924229b5 /servers/rendering/renderer_rd/shaders/effects | |
parent | cdd99e9bec16db60efd894a06826f6fea139d00d (diff) |
Properly remap roughness when reading from radiance map
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/effects')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl | 11 |
1 files changed, 0 insertions, 11 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl index 1bee428a6f..c0597fe3f3 100644 --- a/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl @@ -70,17 +70,6 @@ float DistributionGGX(float NdotH, float roughness4) { return roughness4 / denom; } -// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html -float GGX(float NdotV, float a) { - float k = a / 2.0; - return NdotV / (NdotV * (1.0 - k) + k); -} - -// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html -float G_Smith(float a, float nDotV, float nDotL) { - return GGX(nDotL, a * a) * GGX(nDotV, a * a); -} - float radicalInverse_VdC(uint bits) { bits = (bits << 16u) | (bits >> 16u); bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); |