From 658c2b6eeeb9be31af5db991d01f347d750d9a11 Mon Sep 17 00:00:00 2001 From: Ferenc Arn Date: Tue, 2 Oct 2018 12:38:52 -0400 Subject: Bring accidentally commented out lines back. Oversight by me in #22483. GLES2 doesn't seem to be supporting anisotropy at the moment anyway ---in case it gets revived. --- drivers/gles2/shaders/scene.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'drivers/gles2/shaders') diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 42b50790b2..ed64f7adf6 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1191,8 +1191,8 @@ LIGHT_SHADER_CODE float aspect = sqrt(1.0 - anisotropy * 0.9); float ax = alpha / aspect; float ay = alpha * aspect; - //float XdotH = dot(T, H); - //float YdotH = dot(B, H); + float XdotH = dot(T, H); + float YdotH = dot(B, H); float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH); //float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL)) -- cgit v1.2.3