stk-code_catmod/data/shaders/utils/SpecularIBL.frag

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2014-12-07 13:10:22 -05:00
uniform samplerCube probe;
vec3 SpecularIBL(vec3 normal, vec3 V, float roughness)
{
vec3 sampleDirection = reflect(-V, normal);
sampleDirection = (u_inverse_view_matrix * vec4(sampleDirection, 0.)).xyz;
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// Assume 8 level of lod (ie 256x256 texture)
float lodval = 7. * (1. - roughness);
return clamp(textureLod(probe, sampleDirection, lodval).rgb, 0., 1.);
}