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occt/resources/Shaders/PBRFresnel.glsl
Pasukhin Dmitry df4b931988
Configuration - Resource structure reorganization #429
Reorganized resources to keep source part in src and real-time scripts in resource folder.
For the installation result no changes, still installed to src for windows.
2025-03-18 22:54:43 +00:00

37 lines
1.2 KiB
GLSL

//! Functions to calculate fresnel coefficient and approximate zero fresnel value.
vec3 occPBRFresnel (in vec3 theBaseColor,
in float theMetallic,
in float theIOR)
{
theIOR = (1.0 - theIOR) / (1.0 + theIOR);
theIOR *= theIOR;
vec3 f0 = vec3(theIOR);
f0 = mix (f0, theBaseColor.rgb, theMetallic);
return f0;
}
vec3 occPBRFresnel (in vec3 theBaseColor,
in float theMetallic,
in float theIOR,
in float theCosVH)
{
vec3 f0 = occPBRFresnel (theBaseColor, theMetallic, theIOR);
theCosVH = 1.0 - theCosVH;
theCosVH *= theCosVH;
theCosVH *= theCosVH * theCosVH * theCosVH * theCosVH;
return f0 + (vec3 (1.0) - f0) * theCosVH;
}
vec3 occPBRFresnel (in vec3 theBaseColor,
in float theMetallic,
in float theRoughness,
in float theIOR,
in float theCosV)
{
vec3 f0 = occPBRFresnel (theBaseColor, theMetallic, theIOR);
theCosV = 1.0 - theCosV;
theCosV *= theCosV;
theCosV *= theCosV * theCosV * theCosV * theCosV;
return f0 + (max(vec3(1.0 - theRoughness), f0) - f0) * theCosV;
}