Use f0 instead of albedo in blinn and phong

This commit is contained in:
clayjohn 2021-08-10 21:54:24 -07:00
parent 18bd0fee5a
commit a7c3e0dcd6

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@ -211,7 +211,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float blinn = pow(cNdotH, shininess);
blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
specular_light += light_color * attenuation * specular_amount * blinn * albedo * unpackUnorm4x8(orms).w;
specular_light += light_color * attenuation * specular_amount * blinn * f0 * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_PHONG)
@ -221,7 +221,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float phong = pow(cRdotV, shininess);
phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
specular_light += light_color * attenuation * specular_amount * phong * albedo * unpackUnorm4x8(orms).w;
specular_light += light_color * attenuation * specular_amount * phong * f0 * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_TOON)