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authorclayjohn <claynjohn@gmail.com>2021-08-10 21:54:24 -0700
committerclayjohn <claynjohn@gmail.com>2021-08-10 21:54:24 -0700
commita7c3e0dcd64c986e46c538a240a74386158ae7ee (patch)
tree2055e22afd6e8f58d05dc330280b9b88bf2d8f77
parent18bd0fee5a8aa360177cbe14a16d6be69f088d8f (diff)
Use f0 instead of albedo in blinn and phong
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index c4fbf3b19d..5920444f7a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -211,7 +211,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float blinn = pow(cNdotH, shininess);
blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
- specular_light += light_color * attenuation * specular_amount * blinn * albedo * unpackUnorm4x8(orms).w;
+ specular_light += light_color * attenuation * specular_amount * blinn * f0 * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_PHONG)
@@ -221,7 +221,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float phong = pow(cRdotV, shininess);
phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
- specular_light += light_color * attenuation * specular_amount * phong * albedo * unpackUnorm4x8(orms).w;
+ specular_light += light_color * attenuation * specular_amount * phong * f0 * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_TOON)