Comments (3)
According to the reference card, WebGL 2 uses GLESSL 3.0, which supports unsigned integers and bitwise operations!
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I initially was using a BRDF LUT generated from IBLBaker, but it caused odd banding artifacts, so I found one from another source.
Since there is an issue in confidence with obtaining a LUT from another source, I think we should just generate one ourselves. Unreal Engine explains the details in their Real Shading in Unreal Engine 4 paper. Their explanation on specular BRDF integration starts at page 6.
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@moneimne I found a post on gamedev where someone attempts to port the shaders from your link of the UE4 paper over to GLSL. But they're using uint
and bitwise operators, which doesn't work in WebGL 1. Maybe WebGL 2 supports it?
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Related Issues (20)
- Credits tab is missing the Copyright
- "Main" debug view for extension should show complete effect
- Unable to deploy the viewer to vercel / static site HOT 5
- BoxAnimation sample in glTF assets is shown wrong HOT 1
- glTF "extensionsRequired" not respected
- Support clipping planes
- Multiple issues with scene extents computation HOT 1
- Albedo Sheen Scaling is likely handled incorrectly
- Punctual lighting is disabled when IBL is enabled HOT 1
- Normal map rendering errors HOT 1
- Unable to run headless mode HOT 1
- typo in pbr.frag HOT 1
- Web app not rebuilt after shader changes
- Web app not rendering correctly HOT 5
- Occlusion map ignored when enabling only "Punctual Lighting" HOT 2
- Validation inconsistency between Viewer and Validator HOT 2
- gltf sample viewer cannot use IBL in gltf HOT 1
- Specular factor should not affect metal BRDF
- Move root-level library into a folder HOT 2
- http://gltf.ux3d.io transforms incorrect for KHR_animation_pointer HOT 2
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