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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-08-10 21:11:48 +0200
committerGitHub <noreply@github.com>2021-08-10 21:11:48 +0200
commitafb40920fe5a0d6c996d5b055f7b6fd59c84ec07 (patch)
tree360f59ff44f1031b8a99dc485afa029b9ccb5385
parentac1dab5062ff3f56b51ce6585e79af66b1f8c559 (diff)
parentfa962ff27dd0e4249bc882b432fe70d69c4dab2c (diff)
Merge pull request #51411 from clayjohn/VULKAN-blinn-phong
[4.0] Make Blinn and Phong specular modes take albedo into account
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl12
1 files changed, 5 insertions, 7 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 7039ea2942..c4fbf3b19d 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -208,11 +208,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
//normalized blinn
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess) * cNdotL;
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = blinn;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
- specular_light += light_color * intensity * attenuation * specular_amount;
+ specular_light += light_color * attenuation * specular_amount * blinn * albedo * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_PHONG)
@@ -220,10 +219,9 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
- phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
+ phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
- specular_light += light_color * intensity * attenuation * specular_amount;
+ specular_light += light_color * attenuation * specular_amount * phong * albedo * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_TOON)