depth, normals i guess

This commit is contained in:
2026-02-19 22:06:21 +02:00
parent 4dd2e13c48
commit 04b0f02e7f
18 changed files with 129 additions and 55 deletions

View File

@@ -3,7 +3,7 @@ float GetSpecularThreshold( float m_fMetalness )
return 0;
}
struct BRDF_Data
struct BRDF_t
{
float3 m_vRayIn;
float3 m_vRayOut;
@@ -23,7 +23,7 @@ struct BRDF_Data
float fSineNormalView = saturate(dot(m_vNormal, m_vRayIn));
float fFresnelLight = FresnelDiffuseTerm(fSineNormalLight);
float fFresnelView = FresnelDiffuseTerm(fSineNormalView);
return fFresnelView * fFresnelLight;
return saturate(dot(m_vNormal,m_vRayOut));
}
float3 GetOutGoingDirection()