gpu-curtains
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    • Shader chunk to add to the head of a fragment shader to be able to use PBR shading.

      Parameters

      Returns string

      var color: vec4f = vec4(1.0);
      let specularColor: vec3f = vec3(1.0);
      let specularIntensity: f32 = 1.0;
      let metallic: f32 = 0.5;
      let roughness: f32 = 0.5;
      let emissive: vec3f = vec3(0.0);
      let ior: f32 = 1.5;
      let transmission: f32 = 0.0;
      let dispersion: f32 = 0.0;
      let thickness: f32 = 0.0;
      let attenuationDistance: f32 = 1.0e38; // Should be infinity or close
      let attenuationColor: vec3f = vec3(1.0);

      color = getPBR(
      normal,
      worldPosition,
      color,
      viewDirection,
      metallic,
      roughness,
      emissive,
      specularIntensity,
      specularColor,
      ior,
      transmission,
      dispersion,
      thickness,
      attenuationDistance,
      attenuationColor,
      );