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@@ -920,6 +920,7 @@ LIGHT_SHADER_CODE
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#elif defined(DIFFUSE_OREN_NAYAR)
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{
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+ // see http://mimosa-pudica.net/improved-oren-nayar.html
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float LdotV = dot(L, V);
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float NdotL = dot(L, N);
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float NdotV = dot(N, V);
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@@ -928,10 +929,10 @@ LIGHT_SHADER_CODE
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float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
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float sigma2 = roughness * roughness;
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- vec3 A = 1.0 + sigma2 * (diffuse_color / (sigma2 + 0.13) + 0.5 / (sigma2 + 0.33));
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+ vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
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float B = 0.45 * sigma2 / (sigma2 + 0.09);
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- light_amount = max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI;
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+ light_amount = diffuse_color * dotNL * (A + vec3(B) * s / t) / M_PI;
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}
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#elif defined(DIFFUSE_TOON)
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