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@@ -49,7 +49,8 @@ vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {
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// alpha is "roughness squared" in Disney’s reparameterization
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float G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {
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- // geometry term = G(l)⋅G(v)
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+ // geometry term (normalized) = G(l)⋅G(v) / 4(n⋅l)(n⋅v)
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+ // also see #12151
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float a2 = pow2( alpha );
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