overte-JulianGro/libraries/render-utils/src/subsurfaceScattering_makeSpecularBeckmann.slf
2018-08-03 14:58:11 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// subsurfaceScattering_makeSpecularBeckmann.frag
//
// Created by Sam Gateau on 6/30/16.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
layout(location=0) in vec2 varTexCoord0;
layout(location=0) out vec4 outFragColor;
float specularBeckmann(float ndoth, float roughness) {
float alpha = acos(ndoth);
float ta = tan(alpha);
float val = 1.0 / (roughness * roughness * pow(ndoth, 4.0)) * exp(-(ta * ta) / (roughness * roughness));
return val;
}
void main(void) {
outFragColor = vec4(vec3(0.5 * pow( specularBeckmann(varTexCoord0.x, varTexCoord0.y), 0.1)), 1.0);
}