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1#define_import_path bevy_pbr::ambient
3#import bevy_pbr::{
4 lighting::{EnvBRDFApprox, F_AB},
5 mesh_view_bindings::lights,
6}
8// A precomputed `NdotV` is provided because it is computed regardless,
9// but `world_normal` and the view vector `V` are provided separately for more advanced uses.
10fn ambient_light(
11 world_position: vec4<f32>,
12 world_normal: vec3<f32>,
13 V: vec3<f32>,
14 NdotV: f32,
15 diffuse_color: vec3<f32>,
16 specular_color: vec3<f32>,
17 perceptual_roughness: f32,
18 occlusion: vec3<f32>,
19) -> vec3<f32> {
20 let diffuse_ambient = EnvBRDFApprox(diffuse_color, F_AB(1.0, NdotV));
21 let specular_ambient = EnvBRDFApprox(specular_color, F_AB(perceptual_roughness, NdotV));
23 // No real world material has specular values under 0.02, so we use this range as a
24 // "pre-baked specular occlusion" that extinguishes the fresnel term, for artistic control.
25 // See: https://google.github.io/filament/Filament.md.html#specularocclusion
26 let specular_occlusion = saturate(dot(specular_color, vec3(50.0 * 0.33)));
28 return (diffuse_ambient + specular_ambient * specular_occlusion) * lights.ambient_color.rgb * occlusion;
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