Make blinn and phong specular use full pbr
This commit is contained in:
parent
41cf7f2760
commit
f92a600d5c
2 changed files with 21 additions and 20 deletions
|
@ -275,13 +275,13 @@ void light_compute(
|
|||
vec3 H = normalize(V + L);
|
||||
float cNdotH = max(dot(N, H), 0.0);
|
||||
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
|
||||
float blinn = pow(cNdotH, shininess) * cNdotL;
|
||||
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
|
||||
float blinn = pow(cNdotH, shininess);
|
||||
blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
|
||||
specular_brdf_NL = blinn;
|
||||
#endif
|
||||
|
||||
SRGB_APPROX(specular_brdf_NL)
|
||||
specular_interp += specular_brdf_NL * light_color * attenuation * (1.0 / M_PI);
|
||||
specular_interp += specular_brdf_NL * light_color * attenuation;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1360,7 +1360,7 @@ LIGHT_SHADER_CODE
|
|||
|
||||
if (roughness > 0.0) {
|
||||
|
||||
#if defined(SPECULAR_SCHLICK_GGX)
|
||||
#if defined(SPECULAR_SCHLICK_GGX) || defined(SPECULAR_BLINN) || defined(SPECULAR_PHONG)
|
||||
vec3 specular_brdf_NL = vec3(0.0);
|
||||
#else
|
||||
float specular_brdf_NL = 0.0;
|
||||
|
@ -1370,9 +1370,10 @@ LIGHT_SHADER_CODE
|
|||
|
||||
//normalized blinn
|
||||
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
|
||||
float blinn = pow(cNdotH, shininess) * cNdotL;
|
||||
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
|
||||
specular_brdf_NL = blinn;
|
||||
float blinn = pow(cNdotH, shininess);
|
||||
blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
|
||||
|
||||
specular_brdf_NL = blinn * diffuse_color * specular;
|
||||
|
||||
#elif defined(SPECULAR_PHONG)
|
||||
|
||||
|
@ -1380,8 +1381,9 @@ LIGHT_SHADER_CODE
|
|||
float cRdotV = max(0.0, dot(R, V));
|
||||
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
|
||||
float phong = pow(cRdotV, shininess);
|
||||
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
|
||||
specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
|
||||
phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
|
||||
|
||||
specular_brdf_NL = phong * diffuse_color * specular;
|
||||
|
||||
#elif defined(SPECULAR_TOON)
|
||||
|
||||
|
@ -2165,8 +2167,7 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
//vertex lighting
|
||||
|
||||
specular_light += specular_interp * specular_blob_intensity * light_att;
|
||||
specular_light += specular_interp * albedo * specular * specular_blob_intensity * light_att;
|
||||
diffuse_light += diffuse_interp * albedo * light_att;
|
||||
|
||||
#else
|
||||
|
|
|
@ -225,12 +225,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, in
|
|||
vec3 H = normalize(V + L);
|
||||
float cNdotH = max(dot(N, H), 0.0);
|
||||
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
|
||||
float blinn = pow(cNdotH, shininess) * cNdotL;
|
||||
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
|
||||
float blinn = pow(cNdotH, shininess);
|
||||
blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
|
||||
specular_brdf_NL = blinn;
|
||||
#endif
|
||||
|
||||
specular += specular_brdf_NL * light_color * (1.0 / M_PI);
|
||||
specular += specular_brdf_NL * light_color;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1122,11 +1122,11 @@ LIGHT_SHADER_CODE
|
|||
|
||||
//normalized blinn
|
||||
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
|
||||
float blinn = pow(cNdotH, shininess) * cNdotL;
|
||||
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
|
||||
float blinn = pow(cNdotH, shininess);
|
||||
blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI)); // Normalized NDF and Geometric term
|
||||
float intensity = blinn;
|
||||
|
||||
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
|
||||
specular_light += light_color * intensity * specular_blob_intensity * attenuation * diffuse_color * specular;
|
||||
|
||||
#elif defined(SPECULAR_PHONG)
|
||||
|
||||
|
@ -1134,10 +1134,10 @@ LIGHT_SHADER_CODE
|
|||
float cRdotV = max(0.0, dot(R, V));
|
||||
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
|
||||
float phong = pow(cRdotV, shininess);
|
||||
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
|
||||
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
|
||||
phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI)); // Normalized NDF and Geometric term
|
||||
float intensity = phong;
|
||||
|
||||
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
|
||||
specular_light += light_color * intensity * specular_blob_intensity * attenuation * diffuse_color * specular;
|
||||
|
||||
#elif defined(SPECULAR_TOON)
|
||||
|
||||
|
|
Loading…
Reference in a new issue