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authorJuan Linietsky <reduzio@gmail.com>2017-10-01 19:08:49 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-10-01 19:08:49 -0300
commitc9a925c4e0e226b168f05b1d54b1050437869b5e (patch)
tree44442c56339486e62aa2a39893f7f1d088fd92a5 /drivers/gles3/shaders
parentd10e5eabedcdbcbb3b2854ed27b50b756a771b73 (diff)
Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibility.
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/scene.glsl9
1 files changed, 6 insertions, 3 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 4d32d5ec13..715237281f 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -932,7 +932,8 @@ 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 = dotNL * (A + vec3(B) * s / t) / M_PI;
+// light_amount = dotNL * (A + vec3(B) * s / t) / M_PI;
+ light_amount = dotNL * (A + vec3(B) * s / t);
}
#elif defined(DIFFUSE_TOON)
@@ -952,7 +953,8 @@ LIGHT_SHADER_CODE
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 ) * NoL;
+ //light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL;
+ light_amount = ( FdV * FdL ) * NoL;
/*
float energyBias = mix(roughness, 0.0, 0.5);
float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
@@ -965,7 +967,8 @@ LIGHT_SHADER_CODE
}
#else
//lambert
- light_amount = dotNL / M_PI;
+// light_amount = dotNL / M_PI;
+ light_amount = dotNL;
#endif
#if defined(TRANSMISSION_USED)