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Merge pull request #12185 from Mugen87/docs

ShaderChunks: Fix link to documentation
Mr.doob 7 лет назад
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4b2d12274d

+ 1 - 1
src/renderers/shaders/ShaderChunk/bsdfs.glsl

@@ -6,7 +6,7 @@ float punctualLightIntensityToIrradianceFactor( const in float lightDistance, co
 
 		// based upon Frostbite 3 Moving to Physically-based Rendering
 		// page 32, equation 26: E[window1]
-		// http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf
+		// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
 		// this is intended to be used on spot and point lights who are represented as luminous intensity
 		// but who must be converted to luminous irradiance for surface lighting calculation
 		float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl

@@ -124,7 +124,7 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCo
 #define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )
 #define Material_ClearCoat_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.clearCoatRoughness )
 
-// ref: http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf
+// ref: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
 float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {
 
 	return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );