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