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SimpleDirectPBR

Simple PBR test using DirectX 12.

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simpledirectpbr's Issues

fresnel_schlick args h_dot_v to h_dot_n

Thanks so much for your example.
I re-implemented it in GLSL and it works!

I'm now doing 2 other implementations to figure out PBR
I notice other models for fresnel are using h (or v) dot n

float3 FresnelSchlick(float HoV, float3 F0)

i changed it over in your example (HoN instead of HoV) and i see the fresnel edge highlight.
probably a minor non-issue but wanted to contribute something back!

see top-right sphere for difference
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