]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/cooktorrance.glsl
Only apply ambient occlusion to the ambient lighting component
[libs/gl.git] / shaderlib / cooktorrance.glsl
index 1c564a04557a39b3b0ab951b8c2b86acb7f4b32e..25289ed57bc916af3eb41a4f9893d99289399618 100644 (file)
@@ -6,6 +6,7 @@ import shadow;
 struct PbrMaterialParameters
 {
        vec4 base_color;
+       vec4 tint;
        vec4 emission;
        float metalness;
        float roughness;
@@ -36,9 +37,9 @@ layout(constant_id=auto) const bool use_image_based_lighting = false;
 virtual vec4 get_base_color()
 {
        if(use_base_color_map)
-               return texture(base_color_map, texcoord.xy);
+               return texture(base_color_map, texcoord.xy)*pbr_material.tint;
        else
-               return pbr_material.base_color;
+               return pbr_material.base_color*pbr_material.tint;
 }
 
 virtual float get_metalness_value()
@@ -163,9 +164,8 @@ vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metaln
                        color += cooktorrance_one_light_direct(normal, look, incoming.direction, base_color, metalness, roughness)*incoming.color*shadow;
                }
 
-       color += cooktorrance_environment(normal, look, base_color, metalness, roughness);
-
-       color *= get_occlusion_value();
+       float occlusion = get_occlusion_value();
+       color += cooktorrance_environment(normal, look, base_color, metalness, roughness)*occlusion;
 
        if(use_emission)
                color += get_emission_color();