float specularBRDF(vector L, vector N, vector V, float rough)
specularBRDF
, phongBRDF, blinnBRDF,
and diffuseBRDF return the computed BRDF for the
different lighting models used in VEX shading. You can use them in
custom illuminance loops to replicate the lighting models of the
corresponding VEX lighting functions.
vector nn = normalize(frontface(N, I)); vector ii = normalize(-I); Cf = 0; illuminance(P, nn) { vector ll = normalize(L); Cf += Cl * (specularBRDF(ll, nn, ii, rough) + diffuseBRDF(ll, nn)); }
See also | |
brdf | |
shading |
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