- return normalize(world_normal);
-}
-
-virtual vec3 get_environment_sample(vec3 direction, float roughness)
-{
- float lod = (2-roughness)*roughness*(textureQueryLevels(environment_map)-1);
- return textureLod(environment_map, env_world_matrix*direction, lod).rgb;
-}
-
-virtual vec3 get_reflection(vec3 normal, vec3 look)
-{
- vec3 reflect_dir = reflect(look, normal);
- return get_environment_sample(reflect_dir, 0.0);