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-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl11
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);