|
|
|
|
|
|
// We use a numerical fit for the above found with Mathematica. |
|
|
|
float x = sinSqSigma; |
|
|
|
float y = cosOmega; |
|
|
|
float z = x * (1 + y) * saturate(0.370404036340287 * x + 0.5151639656054547 * (1 - 0.7648559657303381 * x) * y); |
|
|
|
float l = x * (0.5 + 0.5 * y); // Bilinear approximation |
|
|
|
float z = (x + x * y) * saturate(0.370404036340287 * x + 0.5151639656054547 * (1 - 0.7648559657303381 * x) * y); |
|
|
|
float l = (x + x * y) * 0.5; // Bilinear approximation |
|
|
|
|
|
|
|
float s = (sqrt(2) * x - 1); |
|
|
|
float t = (s * s) * (y * y); // Compute the quadratic falloff from (0.707, 0) |
|
|
|