|
@@ -1916,7 +1916,8 @@ void fragment_shader(in SceneData scene_data) {
|
|
|
vec3 bent_normal = normal;
|
|
|
#endif
|
|
|
vec3 ref_vec = normalize(reflect(-view, bent_normal));
|
|
|
- ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
|
|
|
+ // Interpolate between mirror and rough reflection by using linear_roughness * linear_roughness.
|
|
|
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness * roughness * roughness);
|
|
|
|
|
|
for (uint i = item_from; i < item_to; i++) {
|
|
|
uint mask = cluster_buffer.data[cluster_reflection_offset + i];
|