Merge pull request #28891 from clayjohn/brdf-fix

Fix lighting bug introduced in clear color changes
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Rémi Verschelde 2019-05-15 09:34:13 +02:00 committed by GitHub
commit 61b78e7f3b
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1 changed files with 19 additions and 19 deletions

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@ -1814,25 +1814,6 @@ FRAGMENT_SHADER_CODE
specular_blob_intensity *= specular * 2.0; specular_blob_intensity *= specular * 2.0;
#endif #endif
#ifdef USE_FORWARD_LIGHTING
highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < reflection_count; i++) {
reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
}
if (reflection_accum.a > 0.0) {
specular_light += reflection_accum.rgb / reflection_accum.a;
} else {
specular_light += env_reflection_light;
}
#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
if (ambient_accum.a > 0.0) {
ambient_light = ambient_accum.rgb / ambient_accum.a;
}
#endif
// scales the specular reflections, needs to be be computed before lighting happens, // scales the specular reflections, needs to be be computed before lighting happens,
// but after environment and reflection probes are added // but after environment and reflection probes are added
// Environment brdf approximation (Lazarov 2013) // Environment brdf approximation (Lazarov 2013)
@ -2038,6 +2019,25 @@ FRAGMENT_SHADER_CODE
} }
#endif #endif
#ifdef USE_FORWARD_LIGHTING
highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < reflection_count; i++) {
reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
}
if (reflection_accum.a > 0.0) {
specular_light += reflection_accum.rgb / reflection_accum.a;
} else {
specular_light += env_reflection_light;
}
#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
if (ambient_accum.a > 0.0) {
ambient_light = ambient_accum.rgb / ambient_accum.a;
}
#endif
#ifdef USE_VERTEX_LIGHTING #ifdef USE_VERTEX_LIGHTING
diffuse_light *= albedo; diffuse_light *= albedo;