|
@@ -26,15 +26,13 @@ void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in Geometri
|
|
|
|
|
|
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
|
|
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
|
|
|
|
|
|
-#if defined ( PHYSICALLY_CORRECT_LIGHTS )
|
|
|
|
-
|
|
|
|
vec3 irradiance = dotNL * directLight.color;
|
|
vec3 irradiance = dotNL * directLight.color;
|
|
|
|
|
|
-#else
|
|
|
|
|
|
+ #ifndef PHYSICALLY_CORRECT_LIGHTS
|
|
|
|
|
|
- vec3 irradiance = dotNL * PI * directLight.color; // punctual light
|
|
|
|
|
|
+ irradiance *= PI; // punctual light
|
|
|
|
|
|
-#endif
|
|
|
|
|
|
+ #endif
|
|
|
|
|
|
reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
|
|
reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
|
|
reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;
|
|
reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;
|