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authorFerenc Arn <tagcup@yahoo.com>2017-09-26 22:15:38 -0400
committerFerenc Arn <tagcup@yahoo.com>2017-09-26 22:15:38 -0400
commitae78413bb1a8375ddd376ad450ed2517c4077789 (patch)
treeaf2817dcf305db3628facde19209ae8f87e296f9 /drivers
parent0dbec3abbb76fcc8ab7721286415abfb91873f88 (diff)
Avoid pow in Burley diffuse.
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/shaders/scene.glsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 25115bc18a..7692a0932a 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -941,12 +941,12 @@ LIGHT_SHADER_CODE
vec3 H = normalize(V + L);
float NoL = max(0.0,dot(N, L));
- float VoH = max(0.0,dot(L, H));
+ float LoH = max(0.0,dot(L, H));
float NoV = max(0.0,dot(N, V));
- float FD90 = 0.5 + 2.0 * VoH * VoH * roughness;
- float FdV = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoV, 5.0 );
- float FdL = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoL, 5.0 );
+ 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 );
/*
float energyBias = mix(roughness, 0.0, 0.5);