Merge pull request #51416 from clayjohn/GLES-horizon-occlusion
[3.x] Add horizon specular occlusion
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2 changed files with 4 additions and 0 deletions
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@ -1693,6 +1693,8 @@ FRAGMENT_SHADER_CODE
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ref_vec.z *= -1.0;
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specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
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float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
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specular_light *= horizon * horizon;
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#ifndef USE_LIGHTMAP
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{
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vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
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@ -1887,6 +1887,8 @@ FRAGMENT_SHADER_CODE
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ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
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vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy;
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env_reflection_light = radiance;
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float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
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env_reflection_light *= horizon * horizon;
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}
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}
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#ifndef USE_LIGHTMAP
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