import { ShaderNode, dotNV, vec2, vec4, add, mul, min, exp2 } from '../../shadernode/ShaderNodeElements.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 = new ShaderNode( ( inputs ) => { const { roughness } = inputs; const c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 ); const c1 = vec4( 1, 0.0425, 1.04, - 0.04 ); const r = add( mul( roughness, c0 ), c1 ); const a004 = add( mul( min( mul( r.x, r.x ), exp2( mul( - 9.28, dotNV ) ) ), r.x ), r.y ); const fab = add( mul( vec2( - 1.04, 1.04 ), a004 ), r.zw ); return fab; } ); export default DFGApprox;