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

12 lines
576 B
GLSL

// Blinn Phong with emulated fresnel factor
vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness)
{
float exponentroughness = exp2(10. * roughness + 1.);
// Half Light View direction
vec3 H = normalize(eyedir + lightdir);
float NdotH = clamp(dot(normal, H), 0., 1.);
float normalisationFactor = (exponentroughness + 2.) / 8.;
vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - clamp(dot(eyedir, H), 0., 1.), 5.);
return max(pow(NdotH, exponentroughness) * FresnelSchlick * normalisationFactor, vec3(0.));
}