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authorFerenc Arn <tagcup@yahoo.com>2018-10-02 12:38:52 -0400
committerFerenc Arn <tagcup@yahoo.com>2018-10-02 12:44:31 -0400
commit658c2b6eeeb9be31af5db991d01f347d750d9a11 (patch)
treec62418d34a1f2f8909de60cbaf7f3242e09f53bc /drivers
parentb05efd98ffe3036b05e501b26ed2ee811161ee11 (diff)
Bring accidentally commented out lines back.
Oversight by me in #22483. GLES2 doesn't seem to be supporting anisotropy at the moment anyway ---in case it gets revived.
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles2/shaders/scene.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 42b50790b2..ed64f7adf6 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -1191,8 +1191,8 @@ LIGHT_SHADER_CODE
float aspect = sqrt(1.0 - anisotropy * 0.9);
float ax = alpha / aspect;
float ay = alpha * aspect;
- //float XdotH = dot(T, H);
- //float YdotH = dot(B, H);
+ float XdotH = dot(T, H);
+ float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
//float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL))