2014-12-05 00:20:16 +01:00
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// Blinn Phong with emulated fresnel factor
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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness)
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2014-04-06 23:57:54 +02:00
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{
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2014-12-05 00:09:15 +01:00
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float exponentroughness = exp2(10. * roughness + 1.);
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2014-04-06 23:57:54 +02:00
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// Half Light View direction
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vec3 H = normalize(eyedir + lightdir);
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2014-12-05 17:48:56 +01:00
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float NdotH = clamp(dot(normal, H), 0., 1.);
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2014-12-05 00:09:15 +01:00
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float normalisationFactor = (exponentroughness + 2.) / 8.;
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2014-12-05 17:48:56 +01:00
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vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - clamp(dot(eyedir, H), 0., 1.), 5);
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2014-12-05 00:09:15 +01:00
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return max(pow(NdotH, exponentroughness) * FresnelSchlick * normalisationFactor, vec3(0.));
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2014-04-06 23:57:54 +02:00
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}
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