12 lines
576 B
GLSL
12 lines
576 B
GLSL
// 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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{
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float exponentroughness = exp2(10. * roughness + 1.);
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// Half Light View direction
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vec3 H = normalize(eyedir + lightdir);
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float NdotH = clamp(dot(normal, H), 0., 1.);
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float normalisationFactor = (exponentroughness + 2.) / 8.;
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vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - clamp(dot(eyedir, H), 0., 1.), 5.);
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return max(pow(NdotH, exponentroughness) * FresnelSchlick * normalisationFactor, vec3(0.));
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}
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