$darkmode
Functions | |
| vec2 | dirToUV (vec3 v) |
| vec3 | fresnelSchlickRoughness (float cosTheta, vec3 F0, float roughness) |
| vec3 | compute_IBL_PBR_Advanced (vec3 N, vec3 V, vec3 R, vec3 F0, float NdotV, vec3 albedo, float metallic, float roughness, float ao, vec3 worldPos) |
| float | compute_specular_aa_roughness (vec3 N, float roughness, float projectedCurvature) |
| float | compute_roughness_clamping_analytic (float roughness, float curvature) |
| float | compute_roughness_clamping (vec3 N, float roughness) |
| vec3 | compute_pbr_stable (vec3 N, vec3 V, vec3 albedo, float metallic, float roughness, float ao, vec3 worldPos, float curvature) |
| vec3 | compute_pbr (vec3 N, vec3 V, vec3 albedo, float metallic, float roughness, float ao, vec3 worldPos) |
| vec3 | compute_debug (vec3 N, vec3 V, vec3 albedo, float metallic, float roughness, float ao, int debugMode, vec3 worldPos) |
Variables | |
| header sh_probe | glsl |
| const float | PI = 3.14159265359 |
| const float | INV_PI = 0.31830988618 |
| const float | EPSILON = 1e-6 |
| vec3 compute_debug | ( | vec3 | N, |
| vec3 | V, | ||
| vec3 | albedo, | ||
| float | metallic, | ||
| float | roughness, | ||
| float | ao, | ||
| int | debugMode, | ||
| vec3 | worldPos | ||
| ) |
| vec3 compute_IBL_PBR_Advanced | ( | vec3 | N, |
| vec3 | V, | ||
| vec3 | R, | ||
| vec3 | F0, | ||
| float | NdotV, | ||
| vec3 | albedo, | ||
| float | metallic, | ||
| float | roughness, | ||
| float | ao, | ||
| vec3 | worldPos | ||
| ) |
| vec3 compute_pbr | ( | vec3 | N, |
| vec3 | V, | ||
| vec3 | albedo, | ||
| float | metallic, | ||
| float | roughness, | ||
| float | ao, | ||
| vec3 | worldPos | ||
| ) |
| vec3 compute_pbr_stable | ( | vec3 | N, |
| vec3 | V, | ||
| vec3 | albedo, | ||
| float | metallic, | ||
| float | roughness, | ||
| float | ao, | ||
| vec3 | worldPos, | ||
| float | curvature | ||
| ) |
| float compute_roughness_clamping | ( | vec3 | N, |
| float | roughness | ||
| ) |
| float compute_roughness_clamping_analytic | ( | float | roughness, |
| float | curvature | ||
| ) |
Analytic Roughness Clamping (Hardware Independent)
| roughness | The original perceptual roughness |
| curvature | The geometric curvature (e.g., 1.0 / Radius for spheres) |
| float compute_specular_aa_roughness | ( | vec3 | N, |
| float | roughness, | ||
| float | projectedCurvature | ||
| ) |
Generic Screen-Space Roughness Clamping (Hardware Dependent)
| N | Normal vector in world space. |
| roughness | Perceptual roughness (0-1). |
| projectedCurvature | Pixel size in world space / Geo Radius (Analytic AA). |
| vec2 dirToUV | ( | vec3 | v | ) |
| vec3 fresnelSchlickRoughness | ( | float | cosTheta, |
| vec3 | F0, | ||
| float | roughness | ||
| ) |
| const float EPSILON = 1e-6 |
| header postprocess lut3d glsl |
| const float INV_PI = 0.31830988618 |
| const float PI = 3.14159265359 |