Shader chunk to add to the head of a fragment shader to be able to use PBR shading.
var color: vec3f = vec3(1.0);color = getPBR(normal, worldPosition, color, viewDirection, f0, metallic, roughness); Copy
var color: vec3f = vec3(1.0);color = getPBR(normal, worldPosition, color, viewDirection, f0, metallic, roughness);
parameters used to append the right chunks and calculate the PBR shading.
Shader chunk to add to the head of a fragment shader to be able to use PBR shading.
Example