Files
funnygame/funnyassets/shaders/brdf.hlsl
2026-02-19 22:06:21 +02:00

34 lines
689 B
HLSL

float GetSpecularThreshold( float m_fMetalness )
{
return 0;
}
struct BRDF_t
{
float3 m_vRayIn;
float3 m_vRayOut;
float3 m_vNormal;
float3 m_vAlbedo;
float m_fRoughness;
float m_fMetalness;
float FresnelDiffuseTerm( float fSine )
{
return (fSine * (1 - 0.5 * m_fRoughness) + 0.5 * m_fRoughness);
}
float3 BurleyDiffuse( )
{
float fSineNormalLight = saturate(dot(m_vNormal, m_vRayOut));
float fSineNormalView = saturate(dot(m_vNormal, m_vRayIn));
float fFresnelLight = FresnelDiffuseTerm(fSineNormalLight);
float fFresnelView = FresnelDiffuseTerm(fSineNormalView);
return saturate(dot(m_vNormal,m_vRayOut));
}
float3 GetOutGoingDirection()
{
return 0;
}
}