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authorRĂ©mi Verschelde <rverschelde@gmail.com>2017-10-23 07:43:21 +0200
committerGitHub <noreply@github.com>2017-10-23 07:43:21 +0200
commit9b3983aea0815634e16aa7b1b5931f94eee40bbd (patch)
tree54457b20210902e6cbdc67b6d33d395e139ebce9 /drivers/gles3
parent346326528baaf76d9fc85f996cdd4316ab999133 (diff)
parentabea816e547f99de4c26e39a63e638b2ed817c9e (diff)
Merge pull request #12342 from godotengine/revert-12296-ggx_rename
Revert "Rename Schlick GGX to GGX." [ci skip]
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp2
-rw-r--r--drivers/gles3/shaders/scene.glsl6
2 files changed, 4 insertions, 4 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 6c0e4f74ff..5fe7b53a7d 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -838,7 +838,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
- actions[VS::SHADER_SPATIAL].render_mode_defines["specular_ggx"] = "#define SPECULAR_GGX\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index bf0ebae3e3..e4d76753cb 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1065,7 +1065,7 @@ LIGHT_SHADER_CODE
#elif defined(SPECULAR_DISABLED)
//none..
-#elif defined(SPECULAR_GGX)
+#elif defined(SPECULAR_SCHLICK_GGX)
// shlick+ggx as default
vec3 H = normalize(V + L);
@@ -1102,10 +1102,10 @@ LIGHT_SHADER_CODE
#if defined(LIGHT_USE_CLEARCOAT)
if (clearcoat_gloss > 0.0) {
-# if !defined(SPECULAR_GGX) && !defined(SPECULAR_BLINN)
+# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
vec3 H = normalize(V + L);
# endif
-# if !defined(SPECULAR_GGX)
+# if !defined(SPECULAR_SCHLICK_GGX)
float cNdotH = max(dot(N,H), 0.0);
float cLdotH = max(dot(L,H), 0.0);
float cLdotH5 = SchlickFresnel(cLdotH);