123456789101112131415161718192021222324252627282930313233343536373839 |
- //This file is automatically rebuilt by the Cesium build process.
- export default "/**\n\
- * Compute parameters for physically based rendering using the\n\
- * metallic/roughness workflow. All inputs are linear; sRGB texture values must\n\
- * be decoded beforehand\n\
- *\n\
- * @name czm_pbrMetallicRoughnessMaterial\n\
- * @glslFunction\n\
- *\n\
- * @param {vec3} baseColor For dielectrics, this is the base color. For metals, this is the f0 value (reflectance at normal incidence)\n\
- * @param {float} metallic 0.0 indicates dielectric. 1.0 indicates metal. Values in between are allowed (e.g. to model rust or dirt);\n\
- * @param {float} roughness A value between 0.0 and 1.0\n\
- * @return {czm_pbrParameters} parameters to pass into {@link czm_pbrLighting}\n\
- */\n\
- czm_pbrParameters czm_pbrMetallicRoughnessMaterial(\n\
- vec3 baseColor,\n\
- float metallic,\n\
- float roughness\n\
- ) \n\
- {\n\
- czm_pbrParameters results;\n\
- \n\
- // roughness is authored as perceptual roughness\n\
- // square it to get material roughness\n\
- roughness = clamp(roughness, 0.0, 1.0);\n\
- results.roughness = roughness * roughness;\n\
- \n\
- // dielectrics use f0 = 0.04, metals use albedo as f0\n\
- metallic = clamp(metallic, 0.0, 1.0);\n\
- const vec3 REFLECTANCE_DIELECTRIC = vec3(0.04);\n\
- vec3 f0 = mix(REFLECTANCE_DIELECTRIC, baseColor, metallic);\n\
- results.f0 = f0;\n\
- \n\
- // diffuse only applies to dielectrics.\n\
- results.diffuseColor = baseColor * (1.0 - f0) * (1.0 - metallic);\n\
- \n\
- return results;\n\
- }\n\
- ";
|