v 0.22
BRDF & PBR implemented... in faux fashion
Snagged code from...
https://github.com/urho3d/Urho3D/blob/master/bin/CoreData/Shaders/GLSL/PBR.glsl // BRDF main routine
https://github.com/urho3d/Urho3D/blob/master/bin/CoreData/Shaders/GLSL/BRDF.glsl // BRDF sub-routines
...and chucked it in a file called "interaction.pbr.glsl" that gets imported in ambient.fs & common.fs. Can switch it on off by commenting / uncommenting the "FAKE_PBR" define.
Can't tell much of a difference (imo), because using faux Specular & Roughness maps. But, the code is there now. Bit of a hit to FPS, but I'm running TDM on an integrated Intel HD 4600 (my GTX760 crapped out). I'm still getting around 20-30 FPS, though, using stencil shadows & med SSAO.
glprogs.stages.interaction.022.zip