Avoid pow in Burley diffuse.

This commit is contained in:
Ferenc Arn 2017-09-26 22:15:38 -04:00
parent 0dbec3abbb
commit ae78413bb1

View file

@ -941,12 +941,12 @@ LIGHT_SHADER_CODE
vec3 H = normalize(V + L);
float NoL = max(0.0,dot(N, L));
float VoH = max(0.0,dot(L, H));
float LoH = max(0.0,dot(L, H));
float NoV = max(0.0,dot(N, V));
float FD90 = 0.5 + 2.0 * VoH * VoH * roughness;
float FdV = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoV, 5.0 );
float FdL = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoL, 5.0 );
float FD90 = 0.5 + 2.0 * LoH * LoH * roughness;
float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoV);
float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoL);
light_amount = ( (1.0 / M_PI) * FdV * FdL );
/*
float energyBias = mix(roughness, 0.0, 0.5);