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Compute horizon so threshold before transformation

clayjohn 4 년 전
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bccc4cd735

+ 1 - 1
servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl

@@ -900,6 +900,7 @@ void main() {
 
 	if (scene_data.use_reflection_cubemap) {
 		vec3 ref_vec = reflect(-view, normal);
+		float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
 		ref_vec = scene_data.radiance_inverse_xform * ref_vec;
 #ifdef USE_RADIANCE_CUBEMAP_ARRAY
 
@@ -912,7 +913,6 @@ void main() {
 		specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
 
 #endif //USE_RADIANCE_CUBEMAP_ARRAY
-		float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
 		specular_light *= horizon * horizon;
 		specular_light *= scene_data.ambient_light_color_energy.a;
 	}

+ 1 - 1
servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl

@@ -840,6 +840,7 @@ void main() {
 
 	if (scene_data.use_reflection_cubemap) {
 		vec3 ref_vec = reflect(-view, normal);
+		float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
 		ref_vec = scene_data.radiance_inverse_xform * ref_vec;
 #ifdef USE_RADIANCE_CUBEMAP_ARRAY
 
@@ -852,7 +853,6 @@ void main() {
 		specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
 
 #endif //USE_RADIANCE_CUBEMAP_ARRAY
-		float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
 		specular_light *= horizon * horizon;
 		specular_light *= scene_data.ambient_light_color_energy.a;
 	}