Biasing info needed to sample from a texture. How this is done depends on whether we’re rendering meshlets or regular meshes.
NOTE: Correctly calculates the view vector depending on whether the projection is orthographic or perspective.
Diffuse strength is inversely related to metallicity, specular and diffuse transmission
Remapping [0,1] reflectance to F0 for dielectrics
Remapping [0,1] reflectance to F0 See https://google.github.io/filament/Filament.md.html#materialsystem/parameterization/remapping
fog, alpha premultiply for non-hdr cameras, tonemapping and debanding
Biasing info needed to sample from a texture. How this is done depends on whether we’re rendering meshlets or regular meshes.