float rough_q = roughness * roughness;
rough_q *= rough_q;
float denom = n_dot_h*n_dot_h*(rough_q-1)+1;
- // Scale by pi to get a result per steradian, suitable for integration
+ /* Scale by pi to normalize the total area of the microfacets as projected
+ to the macrosurface */
return rough_q/(PI*denom*denom);
}
{
// 0.04 is a decent approximation for dielectric base reflectivity
vec3 f0 = mix(vec3(0.04), base_color, metalness);
- return mix(f0, vec3(1.0), pow(1.0-dot(halfway, look), 5.0));
+ return mix(f0, vec3(1.0), pow(max(1.0-dot(halfway, look), 0.0), 5.0));
}
/* Computes the full contribution of a single light */
light = normalize(eye_light_dir);
float shadow = get_shadow_factor(0);
- vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].diffuse.rgb, base_color, metalness, roughness)*shadow;
+ vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].color, base_color, metalness, roughness)*shadow;
color *= get_occlusion_value();