X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=4315b9ec8b7a8328db3b8ead0661cf8ca4016c24;hb=615f1717f32064a7adb2b848e8646c2c3cf11f61;hp=33035ee3fa03a0b5b703ef692e710baeac336f5f;hpb=a3c33df71e507380100069ad7ef802b61de351bb;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index 33035ee3..4315b9ec 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -86,7 +86,8 @@ float normal_distribution_ggxtr(vec3 normal, vec3 halfway, float roughness) 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); } @@ -113,7 +114,7 @@ vec3 fresnel_schlick(vec3 halfway, vec3 look, vec3 base_color, float metalness) { // 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 */ @@ -139,7 +140,7 @@ vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metaln 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();