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| author | Rémi Verschelde <rverschelde@gmail.com> | 2017-10-22 10:30:11 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-10-22 10:30:11 +0200 |
| commit | 1054c6edeef14c8af1805d842b4ae4ef66ceee0f (patch) | |
| tree | cd7798afa3f0dfa83a75127718f96ce58a7497b1 /drivers | |
| parent | 94f6f22bca3bac186589995610e5c08904261b3f (diff) | |
| parent | cb0bf1edeae4687c0778f4eb80824f92a7955901 (diff) | |
Merge pull request #12296 from tagcup/ggx_rename
Rename Schlick GGX to GGX.
Diffstat (limited to 'drivers')
| -rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 2 | ||||
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 6 |
2 files changed, 4 insertions, 4 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 5fe7b53a7d..6c0e4f74ff 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_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_ggx"] = "#define SPECULAR_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 0b5b9d1d24..9619dadbdd 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_SCHLICK_GGX) +#elif defined(SPECULAR_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_SCHLICK_GGX) && !defined(SPECULAR_BLINN) +# if !defined(SPECULAR_GGX) && !defined(SPECULAR_BLINN) vec3 H = normalize(V + L); # endif -# if !defined(SPECULAR_SCHLICK_GGX) +# if !defined(SPECULAR_GGX) float cNdotH = max(dot(N,H), 0.0); float cLdotH = max(dot(L,H), 0.0); float cLdotH5 = SchlickFresnel(cLdotH); |