Merge pull request #11624 from tagcup/burley_pow

Avoid pow in Burley diffuse.
This commit is contained in:
Rémi Verschelde 2017-09-27 15:34:38 +02:00 committed by GitHub
commit bad5dd37b0

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);