/** * Compute parameters for physically based rendering using the * specular/glossy workflow. All inputs are linear; sRGB texture values must * be decoded beforehand * * @name czm_pbrSpecularGlossinessMaterial * @glslFunction * * @param {vec3} diffuse The diffuse color for dielectrics (non-metals) * @param {vec3} specular The reflectance at normal incidence (f0) * @param {float} glossiness A number from 0.0 to 1.0 indicating how smooth the surface is. * @return {czm_pbrParameters} parameters to pass into {@link czm_pbrLighting} */ czm_pbrParameters czm_pbrSpecularGlossinessMaterial( vec3 diffuse, vec3 specular, float glossiness ) { czm_pbrParameters results; // glossiness is the opposite of roughness, but easier for artists to use. float roughness = 1.0 - glossiness; results.roughness = roughness * roughness; results.diffuseColor = diffuse * (1.0 - max(max(specular.r, specular.g), specular.b)); results.f0 = specular; return results; }