X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=8e95752f7d6dc71b6e8e8fcc942ff2b3da518743;hb=82282de52e8e8f3bbafefaf92bf76f53f2c2495e;hp=d834cee462d429ca2d439107caca5ad3e1c55c8d;hpb=70d9d2d28e5fe723c6b46894276e4c935f578e2d;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index d834cee4..8e95752f 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -114,7 +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 */ @@ -127,20 +127,16 @@ vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 ligh vec3 k_spec = fresnel_schlick(halfway, light, base_color, metalness); vec3 k_diff = (1.0-k_spec)*(1.0-metalness); - float 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/denom); + 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); } vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness) { - vec3 light; - if(use_normal_map) - light = normalize(tbn_light_dir); - else - light = normalize(eye_light_dir); + vec3 light = normalize(world_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(); @@ -152,18 +148,8 @@ vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metaln void main() { - vec3 normal; - vec3 look; - if(use_normal_map) - { - normal = get_fragment_normal(); - look = normalize(tbn_look_dir); - } - else - { - normal = normalize(eye_normal); - look = normalize(eye_look_dir); - } + vec3 normal = get_fragment_normal(); + vec3 look = normalize(world_look_dir); vec4 base_color = get_base_color(); float metalness = get_metalness_value();