1 // This file has been automatically generated from resource file src/Shaders/PBRDistribution.glsl
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"
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"