diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 75b28dbf2bc..adb45627509 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1162,7 +1162,7 @@ void main() { float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0); + specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0); #endif } diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index b27b2ae761b..be53a7ae494 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -1485,7 +1485,7 @@ void fragment_shader(in SceneData scene_data) { float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0); + specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0); #endif } diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 8ee1d4510e7..b45c68db5a4 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -1205,7 +1205,7 @@ void main() { float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * f0 + env.y; + specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0); #endif } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 2fba1351f75..ba31b9c6dd6 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -202,7 +202,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float cLdotH5 = SchlickFresnel(cLdotH); // Calculate Fresnel using specular occlusion term from Filament: // https://google.github.io/filament/Filament.html#lighting/occlusion/specularocclusion - float f90 = clamp(dot(f0, vec3(50.0 * 0.33)), 0.0, 1.0); + float f90 = clamp(dot(f0, vec3(50.0 * 0.33)), metallic, 1.0); vec3 F = f0 + (f90 - f0) * cLdotH5; vec3 specular_brdf_NL = cNdotL * D * F * G;