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Correctly interpret material roughness as perceptual and convert to material #34
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Merge pull request #1 from KhronosGroup/master
snagy 9775233
Add AlphaG to pbrInputs; change D and V implementations to use it
snagy 346d965
Rename alphaG to alpha & add small explaination of the conversion
snagy abe93fe
Rename alpha to alphaRoughness and roughness to perceptualRoughness
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According to Epic's implementation notes, this commented-out alternative should use pbrInputs.perceptualRoughness rather than alphaRoughness:
float k = (pbrInputs.perceptualRoughness + 1)*(pbrInputs.perceptualRoughness + 1)/8;
See Equation 4 in http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
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That was my impression, too.