34935-vm/assets/cesium/packages/engine/Source/Shaders/Builtin/Functions/pbrSpecularGlossinessMaterial.glsl
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2025-10-14 02:37:44 +00:00

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GLSL

/**
* Compute parameters for physically based rendering using the
* specular/glossy workflow. All inputs are linear; sRGB texture values must
* be decoded beforehand
*
* @name czm_pbrSpecularGlossinessMaterial
* @glslFunction
*
* @param {vec3} diffuse The diffuse color for dielectrics (non-metals)
* @param {vec3} specular The reflectance at normal incidence (f0)
* @param {float} glossiness A number from 0.0 to 1.0 indicating how smooth the surface is.
* @return {czm_pbrParameters} parameters to pass into {@link czm_pbrLighting}
*/
czm_pbrParameters czm_pbrSpecularGlossinessMaterial(
vec3 diffuse,
vec3 specular,
float glossiness
)
{
czm_pbrParameters results;
// glossiness is the opposite of roughness, but easier for artists to use.
float roughness = 1.0 - glossiness;
results.roughness = roughness * roughness;
results.diffuseColor = diffuse * (1.0 - max(max(specular.r, specular.g), specular.b));
results.f0 = specular;
return results;
}