Comment by phkahler
Is there a standard OpenGL (ES3) shader I can drop in a GPLed application that uses a decent (is there a standard?) BRDF similar to Schlick with red,green,blue, and roughness?
I've wanted to add this capability to Solvespace for a while. I did my own implementation with the Fresnel term and it looked OK, but I want something "standard" and correct.
There is no standard.
Filament is extremely well documented: https://google.github.io/filament/Filament.html
glTF's PBR stuff is also very well documented and aimed at realtime usage: https://www.khronos.org/gltf/pbr/
OpenPBR is a newer, much more expensive BRDF with a reference implementation written in MaterialX that iirc can compile to glsl https://academysoftwarefoundation.github.io/OpenPBR
Pick one of the BRDFs, add IBL https://bruop.github.io/ibl, and you'll get decent results for visualization applications.