import { tslFn, vec2, vec4 } from '../../shadernode/ShaderNode.js'; // Analytical approximation of the DFG LUT, one half of the // split-sum approximation used in indirect specular lighting. // via 'environmentBRDF' from "Physically Based Shading on Mobile" // https://www.unrealengine.com/blog/physically-based-shading-on-mobile const DFGApprox = tslFn( ( { roughness, dotNV } ) => { const c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 ); const c1 = vec4( 1, 0.0425, 1.04, - 0.04 ); const r = roughness.mul( c0 ).add( c1 ); const a004 = r.x.mul( r.x ).min( dotNV.mul( - 9.28 ).exp2() ).mul( r.x ).add( r.y ); const fab = vec2( - 1.04, 1.04 ).mul( a004 ).add( r.zw ); return fab; } ).setLayout( { name: 'DFGApprox', type: 'vec2', inputs: [ { name: 'roughness', type: 'float' }, { name: 'dotNV', type: 'vec3' } ] } ); export default DFGApprox;