-
Notifications
You must be signed in to change notification settings - Fork 4
Loading analytic BRDFs as glsl shaders
n8xm edited this page Feb 18, 2018
·
1 revision
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:
- We want to be compatible with industry-standard formats.
- Disney's tool already contains many pre-implemented BRDFs. We want to use these instead of "reinventing the wheel" for each one.
- 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.
- We don't want to have to write two seperate shaders - one for the render preview window AND one for the lobe visualization.