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author | Juan Linietsky <reduzio@gmail.com> | 2017-10-01 12:18:40 -0300 |
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committer | GitHub <noreply@github.com> | 2017-10-01 12:18:40 -0300 |
commit | 99a464ceb4da8558e35d933a30dbaba8025860d8 (patch) | |
tree | f13613f90545f237ce400c2603f509b70ee32ad1 /drivers/gles3/shaders/scene.glsl | |
parent | 6c15c23889772ce4986765e801be3f216ed50a11 (diff) | |
parent | 33c600fedc7417b2c9d2919332c236c7c5a58609 (diff) |
Merge pull request #11694 from tagcup/lambert_normalization
Ensure that Lambert is energy conserving.
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 97bf9f89d7..4d32d5ec13 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -932,7 +932,7 @@ LIGHT_SHADER_CODE vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) ); float B = 0.45 * sigma2 / (sigma2 + 0.09); - light_amount = diffuse_color * dotNL * (A + vec3(B) * s / t) / M_PI; + light_amount = dotNL * (A + vec3(B) * s / t) / M_PI; } #elif defined(DIFFUSE_TOON) @@ -965,7 +965,7 @@ LIGHT_SHADER_CODE } #else //lambert - light_amount = dotNL; + light_amount = dotNL / M_PI; #endif #if defined(TRANSMISSION_USED) |