Browse Source

minor bugs.

Ben Houston 9 years ago
parent
commit
a101882d5b

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

@@ -58,7 +58,7 @@ vec3 F_Schlick( const in vec3 F0, const in float dotLH ) {
 // Microfacet Models for Refraction through Rough Surfaces - equation (34)
 // Microfacet Models for Refraction through Rough Surfaces - equation (34)
 // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
 // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
 // alpha is "roughness squared" in Disney’s reparameterization
 // alpha is "roughness squared" in Disney’s reparameterization
-float G_GGX_Smith( in float alpha, in float dotNL, in float dotNV ) {
+float G_SmithSchlick( in float alpha, in float dotNL, in float dotNV ) {
 
 
 	// geometry term = G(l) . G(v) / 4(n . l)(n. v)
 	// geometry term = G(l) . G(v) / 4(n . l)(n. v)
 
 

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

@@ -99,7 +99,7 @@ uniform vec3 ambientLightColor;
 
 
 	IncidentLight getHemisphereIndirectLight( const in HemisphereLight hemiLight, const in GeometricContext geometry ) { 
 	IncidentLight getHemisphereIndirectLight( const in HemisphereLight hemiLight, const in GeometricContext geometry ) { 
 	
 	
-		IncidentLight directLight;
+		IncidentLight indirectLight;
 
 
 		float dotNL = dot( geometry.normal, hemiLight.direction );
 		float dotNL = dot( geometry.normal, hemiLight.direction );
 		float hemiDiffuseWeight = 0.5 * dotNL + 0.5;
 		float hemiDiffuseWeight = 0.5 * dotNL + 0.5;

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

@@ -70,7 +70,7 @@ ReflectedLight backReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );
 
 
 		#ifdef DOUBLE_SIDED
 		#ifdef DOUBLE_SIDED
 	
 	
-			getHemisphereIndirectLight( hemisphereLights[ i ], backGeometry, indirectLight );
+			indirectLight = getHemisphereIndirectLight( hemisphereLights[ i ], backGeometry );
 
 
 			BRDF_Lambert( indirectLight, backGeometry, diffuse, backReflectedLight );
 			BRDF_Lambert( indirectLight, backGeometry, diffuse, backReflectedLight );
 
 

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

@@ -16,7 +16,7 @@ vec3 diffuse = diffuseColor.rgb;
 
 
 #endif
 #endif
 
 
-GeometricContext geometry = GeometricContext( -vViewPosition, normal, normalize(vViewPosition ) );
+GeometricContext geometry = GeometricContext( -vViewPosition, normalize( normal ), normalize(vViewPosition ) );
 
 
 ReflectedLight directReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );
 ReflectedLight directReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );
 ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );
 ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );