X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=ff1a56c7c237e240ebd7cb4c69df8a7ce24a36ba;hb=190a7e11237351f6b730c28f7b16f183e8adc69c;hp=4b0c4dc814ca5b16e903d7003f1371b96b3c6503;hpb=9208e0ff263a287e456e082a4a8b8fd0bbd41f9e;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index 4b0c4dc8..ff1a56c7 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -74,7 +74,8 @@ virtual vec3 get_emission_color() /* Computes the diffuse reflection of the macrosurface */ vec3 lambert_diffuse(vec3 base_color) { - // Scale by pi to get a result per steradian, suitable for integration + /* Scale by pi (cosine-weighted area of a hemisphere) because the light + scatters in every direction */ return base_color/PI; } @@ -118,7 +119,7 @@ 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); @@ -128,7 +129,7 @@ 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) @@ -151,10 +152,14 @@ 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