12 lines
382 B
GLSL
12 lines
382 B
GLSL
uniform samplerCube probe;
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vec3 SpecularIBL(vec3 normal, vec3 V, float roughness)
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{
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vec3 sampleDirection = reflect(-V, normal);
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sampleDirection = (u_inverse_view_matrix * vec4(sampleDirection, 0.)).xyz;
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// Assume 8 level of lod (ie 256x256 texture)
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float lodval = 7. * (1. - roughness);
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return clamp(textureLod(probe, sampleDirection, lodval).rgb, 0., 1.);
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}
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