|
@@ -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;
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -1365,7 +1365,7 @@ 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;
|
|
@@ -1375,9 +1375,10 @@ 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)
|
|
|
|
|
@@ -1385,8 +1386,9 @@ 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)
|
|
|
|
|
@@ -2170,8 +2172,7 @@ 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
|