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float lerpFactor = (s + roughness) * a; |
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#else |
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// TODO: tweak this further to achieve a closer match to the reference. |
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float lerpFactor = (s + roughness) * saturate(lerp(a * a, a * a + a, NdotV * NdotV)); |
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float lerpFactor = (s + roughness) * saturate(a * a + lerp(0.0, a, NdotV * NdotV)); |
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#endif |
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// The result is not normalized as we fetch in a cubemap |
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