lygia
/v1.1.6
/lighting
/fresnel
)resolve fresnel coeficient
Dependencies:
Use:
<float|vec3> fresnel(const <float|vec3> f0, <float> NoV)
#ifndef FNC_FRESNEL
#define FNC_FRESNEL
vec3 fresnel(vec3 f0, vec3 normal, vec3 view) {
return schlick(f0, 1.0, dot(view, normal));
}
vec3 fresnel(const in vec3 f0, const in float NoV) {
#if defined(TARGET_MOBILE) || defined(PLATFORM_RPI)
return schlick(f0, 1.0, NoV);
#else
float f90 = saturate(dot(f0, vec3(50.0 * 0.33)));
return schlick(f0, f90, NoV);
#endif
}
float fresnel(const in float f0, const in float NoV) {
return schlick(f0, 1.0, NoV);
}
#endif
Dependencies:
lygia
/v1.1.6
/lighting
/common
/schlick
.glsl
lygia
/v1.1.6
/lighting
/fakeCube
.glsl
lygia
/v1.1.6
/lighting
/sphericalHarmonics
.glsl
lygia
/v1.1.6
/color
/tonemap
.glsl
Use:
<float3> fresnel(const <float3> f0, <float> LoH)
<float3> fresnel(<float3> _R, <float3> _f0, <float> _NoV)
#ifndef FNC_FRESNEL
#define FNC_FRESNEL
float3 fresnel(const float3 f0, float LoH) {
#if defined(TARGET_MOBILE) || defined(PLATFORM_RPI)
return schlick(f0, 1.0, LoH);
#else
float f90 = saturate(dot(f0, float3(50.0, 50.0, 50.0) * 0.33));
return schlick(f0, f90, LoH);
#endif
}
// float fresnelf(float3 V, float3 N, float R0) {
// float cosAngle = 1.0-max(dot(V, N), 0.0);
// float result = cosAngle * cosAngle;
// result = result * result;
// result = result * cosAngle;
// result = clamp(result * (1.0 - R0) + R0, 0.0, 1.0);
// return result;
// }
#endif
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