Cinder Forum ARCHIVE
( ps: I finally found a way to embed vimeo videos on the forum... you have to add a "https:" at the front of the source url... the "s" is important... )
// most metals have a black diffuse
vec3 diffuseColor = uBaseColor - uBaseColor * uMetallic;
the specular color from the baseColor and how
metallic the material is
vec3 specularColor = mix( vec3( 0.08 * uSpecular ), uBaseColor, uMetallic );
There's now two texturing samples:
I also finished a first version of the PBR IBL/reflection sample using the full approximation explained in the Epic UE4 papers. It's quite fast and apparently fast enough to be used on mobiles (I think this is what they used in the Zen Garden demo they showed at the last ios keynote).
I'm not quite sure yet if I understand how to combine the reflections with the rest. Would be great if someone could explain that.
So as usual I basically don't know what I'm doing but went ahead anyway and added a sample with Mr Leprechaun in different environments to see how it work. It is probably a bit wrong but it looks nice :)