Ensure that Lambert is energy conserving.
Also remove the diffuse_color factor in Oren-Nayar (which was already taken care of below, oops).
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1 changed files with 2 additions and 2 deletions
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@ -932,7 +932,7 @@ LIGHT_SHADER_CODE
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vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
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float B = 0.45 * sigma2 / (sigma2 + 0.09);
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light_amount = diffuse_color * dotNL * (A + vec3(B) * s / t) / M_PI;
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light_amount = dotNL * (A + vec3(B) * s / t) / M_PI;
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}
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#elif defined(DIFFUSE_TOON)
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@ -965,7 +965,7 @@ LIGHT_SHADER_CODE
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}
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#else
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//lambert
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light_amount = dotNL;
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light_amount = dotNL / M_PI;
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#endif
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#if defined(TRANSMISSION_USED)
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