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Loading analytic BRDFs as glsl shaders

n8xm edited this page Feb 18, 2018 · 1 revision

Motivation

Disney's BRDF explorer loads shaders as glsl files. (Actually, these are in ".brdf" format and appear to be slightly different from what I see in vertex and fragment shaders?) In my opinion, we want to do the same thing because:

  1. We want to be compatible with industry-standard formats.
  2. Disney's tool already contains many pre-implemented BRDFs. We want to use these instead of "reinventing the wheel" for each one.
  3. We want our system to be extensible - a developer shouldn't have to understand our codebase to write a new analytical shader. They should just write one program in a standardized language.
  4. We don't want to have to write two seperate shaders - one for the render preview window AND one for the lobe visualization.
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