diff options
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 49296b7f4a..7da20dfa00 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1029,10 +1029,10 @@ LIGHT_SHADER_CODE 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 shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; + float blinn = pow(cNdotH, shininess); blinn *= (shininess + 8.0) / (8.0 * 3.141592654); - float intensity = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 ); + float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); specular_light += light_color * intensity * specular_blob_intensity * attenuation; @@ -1040,14 +1040,13 @@ LIGHT_SHADER_CODE vec3 R = normalize(-reflect(L, N)); float cRdotV = max(0.0, dot(R, V)); - float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25; - float phong = pow( cRdotV, shininess ); + float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; + float phong = pow(cRdotV, shininess); phong *= (shininess + 8.0) / (8.0 * 3.141592654); - float intensity = ( phong ) / max( 4.0 * cNdotV * cNdotL, 0.75 ); + float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); specular_light += light_color * intensity * specular_blob_intensity * attenuation; - #elif defined(SPECULAR_TOON) vec3 R = normalize(-reflect(L, N)); |