Changes the way the fresnel term is computed in the PBR.glsllib for direct lighting, fixing some artifact when having a point light

This commit is contained in:
Nehon 2015-11-05 23:01:25 +01:00
parent e159c3918a
commit 7d07a63ebf

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@ -80,7 +80,7 @@ void PBR_ComputeDirectLight(vec3 normal, vec3 lightDir, vec3 viewDir,
float D = alpha2 / denom;
// Compute Fresnel function via Schlick's approximation.
float fresnel = fZero + ( 1.0 - fZero ) * pow( 1.0 - hdotv, 5.0 );
float fresnel = fZero + ( 1.0 - fZero ) * pow( 2.0, (-5.55473 * hdotv - 6.98316) * hdotv);
//G Shchlick GGX Gometry shadowing term, k = alpha/2
float k = alpha * 0.5;