Selaa lähdekoodia

Merge pull request #54 from Azaezel/alpha40CompilerCorrection

shader compiler correction
Areloch 6 vuotta sitten
vanhempi
commit
a5a13de04c

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

@@ -58,8 +58,8 @@ vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
 
 
 float Fr_DisneyDiffuse(float NdotV, float NdotL, float LdotH, float linearRoughness)
 float Fr_DisneyDiffuse(float NdotV, float NdotL, float LdotH, float linearRoughness)
 {
 {
-	float energyBias = lerp(0, 0.5, linearRoughness);
-	float energyFactor = lerp(1.0, 1.0 / 1.51, linearRoughness);
+	float energyBias = lerp(0.0f, 0.5f, linearRoughness);
+	float energyFactor = lerp(1.0f, 1.0f / 1.51f, linearRoughness);
 	float fd90 = energyBias + 2.0 * LdotH*LdotH * linearRoughness;
 	float fd90 = energyBias + 2.0 * LdotH*LdotH * linearRoughness;
 	vec3 f0 = vec3(1.0f, 1.0f, 1.0f);
 	vec3 f0 = vec3(1.0f, 1.0f, 1.0f);
 	float lightScatter = F_Schlick(f0, fd90, NdotL).r;
 	float lightScatter = F_Schlick(f0, fd90, NdotL).r;

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

@@ -115,7 +115,7 @@ void updateSurface(inout Surface surface)
 	surface.NdotV = abs(dot(surface.N, surface.V)) + 1e-5f; // avoid artifact
 	surface.NdotV = abs(dot(surface.N, surface.V)) + 1e-5f; // avoid artifact
 
 
 	surface.albedo = surface.baseColor.rgb * (1.0 - surface.metalness);
 	surface.albedo = surface.baseColor.rgb * (1.0 - surface.metalness);
-	surface.f0 = lerp(vec3(0.04), surface.baseColor.rgb, surface.metalness);
+	surface.f0 = lerp(vec3(0.04f), surface.baseColor.rgb, surface.metalness);
 	surface.R = -reflect(surface.V, surface.N);
 	surface.R = -reflect(surface.V, surface.N);
 	float f90 = saturate(50.0 * dot(surface.f0, vec3(0.33,0.33,0.33)));
 	float f90 = saturate(50.0 * dot(surface.f0, vec3(0.33,0.33,0.33)));
 	surface.F = F_Schlick(surface.f0, f90, surface.NdotV);
 	surface.F = F_Schlick(surface.f0, f90, surface.NdotV);