@@ -281,7 +281,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
float roughnessToMipLevel(float roughness, float numMips)
{
- return roughness * numMips;
+ return pow(abs(roughness),0.25) * numMips;
}
vec4 compute4Lights( Surface surface,
@@ -282,7 +282,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
float4 compute4Lights( Surface surface,