From a7c3e0dcd64c986e46c538a240a74386158ae7ee Mon Sep 17 00:00:00 2001 From: clayjohn Date: Tue, 10 Aug 2021 21:54:24 -0700 Subject: Use f0 instead of albedo in blinn and phong --- servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index c4fbf3b19d..5920444f7a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -211,7 +211,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float blinn = pow(cNdotH, shininess); blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI)); - specular_light += light_color * attenuation * specular_amount * blinn * albedo * unpackUnorm4x8(orms).w; + specular_light += light_color * attenuation * specular_amount * blinn * f0 * unpackUnorm4x8(orms).w; #elif defined(SPECULAR_PHONG) @@ -221,7 +221,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float phong = pow(cRdotV, shininess); phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI)); - specular_light += light_color * attenuation * specular_amount * phong * albedo * unpackUnorm4x8(orms).w; + specular_light += light_color * attenuation * specular_amount * phong * f0 * unpackUnorm4x8(orms).w; #elif defined(SPECULAR_TOON) -- cgit v1.2.3