|
@@ -140,8 +140,7 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradia
|
|
|
|
|
|
float clearcoatInv = 1.0 - clearcoatDHR;
|
|
|
|
|
|
- // Both indirect specular and diffuse light accumulate here
|
|
|
- // if energy preservation enabled, and PMREM provided.
|
|
|
+ // Both indirect specular and indirect diffuse light accumulate here
|
|
|
|
|
|
vec3 singleScattering = vec3( 0.0 );
|
|
|
vec3 multiScattering = vec3( 0.0 );
|
|
@@ -152,7 +151,8 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradia
|
|
|
vec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );
|
|
|
|
|
|
reflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;
|
|
|
- reflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;
|
|
|
+ reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;
|
|
|
+
|
|
|
reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;
|
|
|
|
|
|
}
|