Merge pull request #58474 from darrylryan/master
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cfc7c78732
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@ -79,7 +79,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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float NdotL = min(A + dot(N, L), 1.0);
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float cNdotL = max(NdotL, 0.0); // clamped NdotL
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float NdotV = dot(N, V);
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float cNdotV = max(NdotV, 0.0);
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float cNdotV = max(NdotV, 1e-4);
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
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vec3 H = normalize(V + L);
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@ -210,7 +210,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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// Clearcoat ignores normal_map, use vertex normal instead
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float ccNdotL = max(min(A + dot(vertex_normal, L), 1.0), 0.0);
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float ccNdotH = clamp(A + dot(vertex_normal, H), 0.0, 1.0);
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float ccNdotV = max(dot(vertex_normal, V), 0.0);
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float ccNdotV = max(dot(vertex_normal, V), 1e-4);
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#if !defined(SPECULAR_SCHLICK_GGX)
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float cLdotH5 = SchlickFresnel(cLdotH);
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