Fix render mode specular schlick ggx
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@ -838,6 +838,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
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@ -895,7 +895,7 @@ float G_GGX_2cos(float cos_theta_m, float alpha) {
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// return 1.0 /( cos_theta_m + sqrt(cos2 + alpha*alpha*sin2) );
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}
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float D_GXX(float cos_theta_m, float alpha) {
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float D_GGX(float cos_theta_m, float alpha) {
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float alpha2 = alpha*alpha;
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float d = 1.0 + (alpha2-1.0)*cos_theta_m*cos_theta_m;
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return alpha2/(M_PI * d * d);
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@ -909,7 +909,7 @@ float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, fl
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return 1.0 / (cos_theta_m + sqrt(cos2 + (s_x*s_x + s_y*s_y)*sin2 ));
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}
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float D_GXX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
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float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
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float cos2 = cos_theta_m * cos_theta_m;
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float sin2 = (1.0-cos2);
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float r_x = cos_phi/alpha_x;
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@ -1080,7 +1080,7 @@ LIGHT_SHADER_CODE
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float ay = ry*ry;
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float XdotH = dot( T, H );
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float YdotH = dot( B, H );
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float D = D_GXX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
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float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
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float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
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#else
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@ -2104,5 +2104,3 @@ FRAGMENT_SHADER_CODE
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}
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