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@@ -398,7 +398,7 @@ float4 computeForwardProbes(Surface surface,
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//apply brdf
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//apply brdf
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//Do it once to save on texture samples
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//Do it once to save on texture samples
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- float2 brdf = TORQUE_TEX2DLOD(BRDFTexture,float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
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+ float2 brdf = TORQUE_TEX2DLOD(BRDFTexture,float4(surface.roughness, 1.0-surface.NdotV, 0.0, 0.0)).xy;
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specular *= brdf.x * F + brdf.y;
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specular *= brdf.x * F + brdf.y;
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//final diffuse color
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//final diffuse color
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