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1 | // This file has been automatically generated from resource file src/Shaders/PBRDistribution.glsl |
2 | |
3 | static const char Shaders_PBRDistribution_glsl[] = |
4 | "//! Calculates micro facet normals distribution.\n" |
5 | "float occPBRDistribution (in float theCosH,\n" |
6 | " in float theRoughness)\n" |
7 | "{\n" |
8 | " float aDistribution = theRoughness * theRoughness;\n" |
9 | " aDistribution = aDistribution / (theCosH * theCosH * (aDistribution * aDistribution - 1.0) + 1.0);\n" |
10 | " aDistribution = INV_PI * aDistribution * aDistribution;\n" |
11 | " return aDistribution;\n" |
12 | "}\n"; |