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path: root/drivers/gles3/shaders/scene.glsl
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Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl10
1 files changed, 4 insertions, 6 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index e1b0e9f595..1bef683b69 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -213,12 +213,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, in
//normalized blinn always unless disabled
vec3 H = normalize(V + L);
float cNdotH = max(dot(N, H), 0.0);
- float cVdotH = max(dot(V, H), 0.0);
- float cLdotH = max(dot(L, H), 0.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
+ float blinn = pow(cNdotH, shininess) * cNdotL;
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+ specular_brdf_NL = blinn;
#endif
specular += specular_brdf_NL * light_color * (1.0 / M_PI);
@@ -1094,9 +1092,9 @@ LIGHT_SHADER_CODE
//normalized blinn
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
+ float blinn = pow(cNdotH, shininess) * cNdotL;
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+ float intensity = blinn;
specular_light += light_color * intensity * specular_blob_intensity * attenuation;