[3.x] Fix a default shader specular render mode to (SCHLICK_GGX)
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2 changed files with 10 additions and 0 deletions
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@ -1278,6 +1278,11 @@ LIGHT_SHADER_CODE
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float NdotV = dot(N, V);
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float NdotV = dot(N, V);
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float cNdotV = max(abs(NdotV), 1e-6);
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float cNdotV = max(abs(NdotV), 1e-6);
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/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
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#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
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#define SPECULAR_SCHLICK_GGX
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#endif
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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vec3 H = normalize(V + L);
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vec3 H = normalize(V + L);
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#endif
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#endif
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@ -1036,6 +1036,11 @@ LIGHT_SHADER_CODE
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float NdotV = dot(N, V);
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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, 0.0);
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/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
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#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
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#define SPECULAR_SCHLICK_GGX
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#endif
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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vec3 H = normalize(V + L);
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vec3 H = normalize(V + L);
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#endif
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#endif
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