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Constants

LAYER_BASE

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LAYER_CLEARCOAT

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CUBEMAP_TYPE_CROSS_VERTICAL

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CUBEMAP_TYPE_CROSS_HORIZONTAL

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CUBEMAP_TYPE_SEQUENCE_VERTICAL

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CUBEMAP_TYPE_SEQUENCE_HORIZONTAL

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X_PLUS

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X_MINUS

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Y_PLUS

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Y_MINUS

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Z_MINUS

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Z_PLUS

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Structures

LayerLightingInput

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LightingInput

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Input to a lighting function (point_light, spot_light, directional_light).

struct LightingInput {
layers: array<LayerLightingInput, 2>, STANDARD_MATERIAL_CLEARCOAT
layers: array<LayerLightingInput, 1>, !STANDARD_MATERIAL_CLEARCOAT
P: vec3<f32>,
V: vec3<f32>,
diffuse_color: vec3<f32>,
F0_: vec3<f32>,
F_ab: vec2<f32>,
clearcoat_strength: f32, STANDARD_MATERIAL_CLEARCOAT
anisotropy: f32, STANDARD_MATERIAL_ANISOTROPY
Ta: vec3<f32>, STANDARD_MATERIAL_ANISOTROPY
Ba: vec3<f32>, STANDARD_MATERIAL_ANISOTROPY
}

DerivedLightingInput

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Functions

getDistanceAttenuation

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light radius is a non-physical construct for efficiency purposes, because otherwise every light affects every fragment in the scene

fn getDistanceAttenuation (
distanceSquare: f32,
inverseRangeSquared: f32
) -> f32

D_GGX

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D_GGX_anisotropic

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V_SmithGGXCorrelated

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Visibility function (Specular G) V(v,l,a) = G(v,l,α) / { 4 (n⋅v) (n⋅l) } such that f_r becomes f_r(v,l) = D(h,α) V(v,l,α) F(v,h,f0) where V(v,l,α) = 0.5 / { n⋅l sqrt((n⋅v)^2 (1−α2) + α2) + n⋅v sqrt((n⋅l)^2 (1−α2) + α2) } Note the two sqrt’s, that may be slow on mobile, see https://google.github.io/filament/Filament.html#listing_approximatedspecularv

fn V_SmithGGXCorrelated (
roughness: f32,
NdotV: f32,
NdotL: f32
) -> f32

V_GGX_anisotropic

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ggx_vndf_pdf

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sample_visible_ggx

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G_Smith

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V_Kelemen

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F_Schlick_vec

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F_Schlick

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fresnel

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specular_multiscatter

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derive_lighting_input

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compute_specular_layer_values_for_point_light

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Returns L in the xyz components and the specular intensity in the w component.

fn compute_specular_layer_values_for_point_light (
input: ptr<function, LightingInput>,
layer: u32,
V: vec3<f32>,
light_to_frag: vec3<f32>,
light_position_radius: f32
) -> vec4<f32>

specular

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Cook-Torrance approximation of the microfacet model integration using Fresnel law F to model f_m f_r(v,l) = { D(h,α) G(v,l,α) F(v,h,f0) } / { 4 (n⋅v) (n⋅l) }

fn specular (
input: ptr<function, LightingInput>,
derived_input: ptr<function, DerivedLightingInput>,
specular_intensity: f32
) -> vec3<f32>

specular_clearcoat

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specular_anisotropy

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Fd_Burley

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F_AB

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EnvBRDFApprox

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perceptualRoughnessToRoughness

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cubemap_uv

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point_light

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spot_light

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directional_light

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