summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders
diff options
context:
space:
mode:
authorclayjohn <claynjohn@gmail.com>2022-09-08 13:55:49 -0700
committerclayjohn <claynjohn@gmail.com>2022-09-12 08:45:40 -0700
commit97be1fb7b6e0866bebbc39e852791f09ac9c0aac (patch)
treeda2e36be4364c3ccce9089f9db67bd4f7f425fbe /drivers/gles3/shaders
parentd2a6a187f45345f00214c746924c57752a1f5260 (diff)
Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/scene.glsl7
1 files changed, 4 insertions, 3 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index c7fdd6ebd8..efd6036ba9 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -629,11 +629,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#if defined(DIFFUSE_LAMBERT_WRAP)
- // energy conserving lambert wrap shader
- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+ // Energy conserving lambert wrap shader.
+ // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
#elif defined(DIFFUSE_TOON)
- diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI);
#elif defined(DIFFUSE_BURLEY)