Constants
Structures
Input to a lighting function (point_light, spot_light,
directional_light).
Functions
Simple implementation, has precision problems when using fp16 instead of fp32 see https://google.github.io/filament/Filament.md.html#listing_speculardfp16
Fresnel function see https://google.github.io/filament/Filament.md.html#citation-schlick94 F_Schlick(v,h,f_0,f_90) = f_0 + (f_90 − f_0) (1 − v⋅h)^5
Disney approximation See https://google.github.io/filament/Filament.md.html#citation-burley12 minimal quality difference
Integrate one edge of the spherical polygon formed by the LTC-transformed quad. Implements Eq. 11 using a polynomial approximation based on https://advances.realtimerendering.com/s2016/s2016_ltc_rnd.pdf Using the equation as-is produces visible artifacts.
Decodes a rect light packed into a ClusteredLight (see GpuClusteredLight
in bevy_pbr/src/cluster/mod.rs).
Input to a lighting function for a single layer (either the base layer or the clearcoat layer).