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kill redundant clamp in forward

AzaezelX 3 years ago
parent
commit
72ef719c18

+ 1 - 2
Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl

@@ -650,8 +650,7 @@ vec4 debugVizForwardProbes(Surface surface,
    vec3 kD = 1.0f - F;
    kD *= 1.0f - surface.metalness;
 
-   float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
-   vec2 envBRDF = textureLod(BRDFTexture, vec2(dfgNdotV, surface.roughness),0).rg;
+   vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
    specular *= F * envBRDF.x + surface.f90 * envBRDF.y;
    irradiance *= kD * surface.baseColor.rgb;
 

+ 1 - 2
Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl

@@ -653,8 +653,7 @@ float4 debugVizForwardProbes(Surface surface,
    float3 kD = 1.0f - F;
    kD *= 1.0f - surface.metalness;
 
-   float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
-   float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(dfgNdotV, surface.roughness,0,0)).rg;
+   float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
    specular *= F * envBRDF.x + surface.f90 * envBRDF.y;
    irradiance *= kD * surface.baseColor.rgb;