12 lines
378 B
GLSL
12 lines
378 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 = 7. * (1. - roughness);
|
|
return clamp(textureLod(probe, sampleDirection, lodval).rgb, 0., 1.);
|
|
}
|