diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 10 |
2 files changed, 6 insertions, 6 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 6c0e4f74ff..5fe7b53a7d 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_ggx"] = "#define SPECULAR_GGX\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_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 317ca91d98..e4d76753cb 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -169,7 +169,7 @@ void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, ino float dotNL = max(dot(N,L), 0.0 ); diffuse += dotNL * light_color / M_PI; - if (roughness < 1.0) { + if (roughness > 0.0) { vec3 H = normalize(V + L); float dotNH = max(dot(N,H), 0.0 ); @@ -1034,7 +1034,7 @@ LIGHT_SHADER_CODE } - if (roughness < 1.0) { + if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely // D @@ -1065,7 +1065,7 @@ LIGHT_SHADER_CODE #elif defined(SPECULAR_DISABLED) //none.. -#elif defined(SPECULAR_GGX) +#elif defined(SPECULAR_SCHLICK_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_GGX) && !defined(SPECULAR_BLINN) +# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) vec3 H = normalize(V + L); # endif -# if !defined(SPECULAR_GGX) +# if !defined(SPECULAR_SCHLICK_GGX) float cNdotH = max(dot(N,H), 0.0); float cLdotH = max(dot(L,H), 0.0); float cLdotH5 = SchlickFresnel(cLdotH); |