Hey guys. I am a little confused about the IBL part…
I guess the function ‘addReflection’’ defined in reflectionPrefilteredCube(Lod).frag is for the specular-ibl-part, but it’s missing
the IntegrateBRDF calculation (with a LUT texture OR without a LUT texture(https://www.unrealengine.com/blog/physically-based-shading-on-mobile)
do I overlook something or there is any special consideration? thanks very much…: )