Created
January 5, 2018 03:18
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| vec2 DFG_Cloth(float roughness, float NoV) { | |
| const vec4 c0 = vec4(0.24, 0.93, 0.01, 0.20); | |
| const vec4 c1 = vec4(2.00, -1.30, 0.40, 0.03); | |
| float s = 1.0 - NoV; | |
| float e = s - c0.y; | |
| float g = c0.x * exp2(-(e * e) / (2.0 * c0.z)) + s * c0.w; | |
| float n = roughness * c1.x + c1.y; | |
| float r = max(1.0 - n * n, c1.z) * g; | |
| return vec2(r, r * c1.w); | |
| } |
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