diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2017-09-27 15:34:38 +0200 |
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committer | GitHub <noreply@github.com> | 2017-09-27 15:34:38 +0200 |
commit | bad5dd37b087c3ba0acc9fd29b6de8ddde1b5a64 (patch) | |
tree | 770460880975ec7ce7ffba88e335b61b7c8fa05c /drivers/gles3/shaders/scene.glsl | |
parent | d5cccf26a99e5eb3c04efb953ce76e58fa2d524f (diff) | |
parent | ae78413bb1a8375ddd376ad450ed2517c4077789 (diff) |
Merge pull request #11624 from tagcup/burley_pow
Avoid pow in Burley diffuse.
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 25115bc18a..7692a0932a 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -941,12 +941,12 @@ LIGHT_SHADER_CODE vec3 H = normalize(V + L); float NoL = max(0.0,dot(N, L)); - float VoH = max(0.0,dot(L, H)); + float LoH = max(0.0,dot(L, H)); float NoV = max(0.0,dot(N, V)); - float FD90 = 0.5 + 2.0 * VoH * VoH * roughness; - float FdV = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoV, 5.0 ); - float FdL = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoL, 5.0 ); + 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 ); /* float energyBias = mix(roughness, 0.0, 0.5); |