Removed some unused code
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1 changed files with 2 additions and 11 deletions
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@ -169,25 +169,16 @@ vec3 ProcessMaterialLight(Material material, vec3 ambientLight)
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// Treat the ambient sector light as if it is a light source next to the wall
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{
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vec3 NN = N;
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vec3 VV = V;
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vec3 LL = N;
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vec3 HH = normalize(VV + LL);
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vec3 radiance = ambientLight.rgb * 2.5;
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vec3 radiance = ambientLight.rgb * 2.25;
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// cook-torrance brdf
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float NDF = DistributionGGX(NN, HH, roughness);
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float G = GeometrySmith(NN, VV, LL, roughness);
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vec3 F = fresnelSchlick(clamp(dot(HH, VV), 0.0, 1.0), F0);
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vec3 kS = F;
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vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
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vec3 nominator = NDF * G * F;
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float denominator = 4.0 * clamp(dot(NN, VV), 0.0, 1.0) * clamp(dot(NN, LL), 0.0, 1.0);
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vec3 specular = nominator / max(denominator, 0.001);
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specular = metallic * albedo * 0.40;
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vec3 specular = metallic * albedo * 0.40;
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Lo += (kD * albedo / PI + specular) * radiance;
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}
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