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- import { ShaderNode, add, sub, mul, div, pow2 } from '../../shadernode/ShaderNodeBaseElements.js';
- // Microfacet Models for Refraction through Rough Surfaces - equation (33)
- // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
- // alpha is "roughness squared" in Disney’s reparameterization
- const D_GGX = new ShaderNode( ( inputs ) => {
- const { alpha, dotNH } = inputs;
- const a2 = pow2( alpha );
- const denom = add( mul( pow2( dotNH ), sub( a2, 1.0 ) ), 1.0 ); // avoid alpha = 0 with dotNH = 1
- return mul( 1 / Math.PI, div( a2, pow2( denom ) ) );
- } ); // validated
- export default D_GGX;
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