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// Pre-integration |
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// ---------------------------------------------------------------------------- |
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#if !defined SHADER_API_GLES |
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// Ref: Listing 18 in "Moving Frostbite to PBR" + https://knarkowicz.wordpress.com/2014/12/27/analytical-dfg-term-for-ibl/ |
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real4 IntegrateGGXAndDisneyFGD(real3 V, real3 N, real roughness, uint sampleCount = 8192) |
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{ |
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return acc; |
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} |
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#else |
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// Not supported due to lack of random library in GLES 2 |
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ERROR_ON_UNSUPPORTED_FUNCTION(IntegrateGGXAndDisneyFGD) |
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#endif |
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uint GetIBLRuntimeFilterSampleCount(uint mipLevel) |
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{ |
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