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Upgraded specular term in deferred shading example to physically based.

Also fixed light colors to be in linear color space to match the rest of the pipeline.
alteredq 13 ani în urmă
părinte
comite
7473892198
1 a modificat fișierele cu 22 adăugiri și 3 ștergeri
  1. 22 3
      examples/webgl_lights_deferred_pointlights.html

+ 22 - 3
examples/webgl_lights_deferred_pointlights.html

@@ -325,7 +325,7 @@
 				"float diffuseFull = max( dot( normal, lightDir ), 0.0 );" +
 				"float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );" +
 
-				"const vec3 wrapRGB = vec3( 0.8, 0.5, 0.5 );"+
+				"const vec3 wrapRGB = vec3( 0.9, 0.7, 0.7 );"+
 				"vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );"+
 
 				// simple lighting
@@ -340,7 +340,19 @@
 
 				"vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );" +
 				"float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );" +
-				"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;" +
+
+				// simple specular
+
+				//"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;" +
+
+				// physically based specular
+
+				"vec3 specularColor = specularIntensity * vec3( 0.12 );"+
+
+				"float specularNormalization = ( shininess + 2.0001 ) / 8.0;"+
+
+				"vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );"+
+				"vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;"+
 
 				// color
 
@@ -791,6 +803,13 @@
 					var light = new THREE.PointLight();
 
 					light.color = new THREE.Vector3( Math.random(), Math.random(), Math.random() ).normalize();
+
+					// gamma to linear
+
+					light.color.x *= light.color.x;
+					light.color.y *= light.color.y;
+					light.color.z *= light.color.z;
+
 					light.intensity = 1.0;
 					light.distance = distance;
 
@@ -984,7 +1003,7 @@
 
 				var object = new THREE.Mesh( geometry, material );
 
-				initScene( object, 0, 10 );
+				initScene( object, 0, 8 );
 				animate();
 
 			} );