X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=79f88f6475db747479996e81c73079de8d1106bd;hb=4d276c9b986b111611b8396f94dae56dbe736387;hp=71f8ec76c8df64046cd3a2a70e46742b5f23aa87;hpb=6b9338845dfee441cd18ad6c633e4feef8ad14e1;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index 71f8ec76..79f88f64 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -30,8 +30,6 @@ layout(constant_id=auto) const bool use_emission = false; layout(constant_id=auto) const bool use_emission_map = false; layout(constant_id=auto) const bool use_image_based_lighting = false; -const float PI = 3.1415926535; - #pragma MSP stage(fragment) virtual vec4 get_base_color() { @@ -120,7 +118,7 @@ vec3 fresnel_schlick(vec3 halfway, vec3 look, vec3 base_color, float metalness) } /* Computes the full contribution of a single light */ -vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 light_color, vec3 base_color, float metalness, float roughness) +vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 base_color, float metalness, float roughness) { vec3 halfway = normalize(light-look); float ndist = normal_distribution_ggxtr(normal, halfway, roughness); @@ -130,7 +128,7 @@ vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 ligh vec3 k_diff = (1.0-k_spec)*(1.0-metalness); float spec_denom = max(4.0*max(dot(normal, -look), 0.0)*max(dot(normal, light), 0.0), 0.001); - return max(dot(normal, light), 0.0)*light_color*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/spec_denom); + return max(dot(normal, light), 0.0)*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/spec_denom); } vec3 cooktorrance_environment(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness) @@ -153,10 +151,14 @@ vec3 cooktorrance_environment(vec3 normal, vec3 look, vec3 base_color, float met vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness) { - vec3 light = normalize(world_light_dir); - - float shadow = get_shadow_factor(0); - vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].color, base_color, metalness, roughness)*shadow; + vec3 color = vec3(0.0); + for(int i=0; i