float normal_distribution_ggxtr(vec3 normal, vec3 halfway, float roughness)
{
float n_dot_h = max(dot(normal, halfway), 0.0);
- //return n_dot_h;
float rough_q = roughness * roughness;
rough_q *= rough_q;
float denom = n_dot_h*n_dot_h*(rough_q-1)+1;
- //return (n_dot_h*n_dot_h-0.8)*5.0;
- //return rough_q*10;
// Scale by pi to get a result per steradian, suitable for integration
return rough_q/(PI*denom*denom);
}
vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 light_color, vec3 base_color, float metalness, float roughness)
{
vec3 halfway = normalize(light-look);
- //return normal;
float ndist = normal_distribution_ggxtr(normal, halfway, roughness);
float geom = geometry_smith(normal, -look, light, roughness);
- //return vec3(ndist);
vec3 k_spec = fresnel_schlick(halfway, light, base_color, metalness);
vec3 k_diff = (1.0-k_spec)*(1.0-metalness);