# PBR (Shader Module) An implementation of PBR (Physically-Based Rendering) based on the [Khronos Reference Implementation](https://github.com/KhronosGroup/glTF-WebGL-PBR). A reference implementation for Physically Based Shading of a microfacet surface defined by a glTF material. References: - [Real Shading in Unreal Engine 4](http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf) - [Physically Based Shading at Disney](http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf) - [README.md - Environment Maps](https://github.com/KhronosGroup/glTF-WebGL-PBR/#environment-maps) - ["An Inexpensive BRDF Model for Physically based Rendering" by Christophe Schlick](https://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/schlick94b.pdf)