UNPKG

@woosh/meep-engine

Version:

Pure JavaScript game engine. Fully featured and production ready.

16 lines 694 B
/** * @see https://google.github.io/filament/Filament.md.html#listing_diffusebrdf * @see Brent Burley. 2012. Physically Based Shading at Disney. Physically Based Shading in Film and Game Production, ACM SIGGRAPH 2012 Courses. * N = surface normal * L = light direction * V = view direction * H = normalize( V + L ) * * @param {number} NoV = abs(dot(n, v)) + 1e-5 * @param {number} NoL = lamp(dot(n, l), 0.0, 1.0) * @param {number} LoH = clamp(dot(l, h), 0.0, 1.0) * @param {number} roughness surface roughness coefficient * @returns {number} */ export function brdf_burley(NoV: number, NoL: number, LoH: number, roughness: number): number; //# sourceMappingURL=brdf_burley.d.ts.map