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author | Juan Linietsky <reduzio@gmail.com> | 2017-10-01 11:40:30 -0300 |
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committer | GitHub <noreply@github.com> | 2017-10-01 11:40:30 -0300 |
commit | 58647e149695d75eaebf02558d176df7df6cb744 (patch) | |
tree | 33073b1b008f847c401fbb96321b29193dd2396c | |
parent | d3345121ccf12eb5f11f4200b3b4ddc92823817c (diff) | |
parent | ece18153c6d26bf7964dc0a46afa31b85c545b46 (diff) |
Merge pull request #11748 from tagcup/fix_burley
Add missing N.L factor to Burley's contribution to radiance.
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 507d15f678..97bf9f89d7 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -952,7 +952,7 @@ LIGHT_SHADER_CODE float FD90 = 0.5 + 2.0 * LoH * LoH * roughness; float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoV); float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoL); - light_amount = ( (1.0 / M_PI) * FdV * FdL ); + light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL; /* float energyBias = mix(roughness, 0.0, 0.5); float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); |