stk-code_catmod/data/shaders/utils/SpecularIBL.frag
2014-12-09 01:33:58 +01:00

11 lines
377 B
GLSL

uniform samplerCube probe;
vec3 SpecularIBL(vec3 normal, vec3 V, float roughness)
{
vec3 sampleDirection = reflect(-V, normal);
sampleDirection = (InverseViewMatrix * vec4(sampleDirection, 0.)).xyz;
// Assume 8 level of lod (ie 256x256 texture)
float lodval = 8. * (1. - roughness);
return max(textureLod(probe, sampleDirection, lodval).rgb, vec3(0.));
}