Fixed an outstanding issue with PBR lighting that was screwing reflection with normal maps.
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				| @ -135,7 +135,7 @@ vec3 EnvDFGPolynomial( vec3 specularColor, float roughness, float ndotv ){ | ||||
| vec3 ApproximateSpecularIBL(samplerCube envMap,sampler2D integrateBRDF, vec3 SpecularColor , float Roughness, float ndotv, vec3 refVec){ | ||||
|     //TODO magic values should be replaced by defines. | ||||
|     float Lod = log2(Roughness) * 1.2 + 6.0 - 1.0; | ||||
|     vec3 PrefilteredColor =  textureCube(envMap, refVec.xyz,Lod).rgb; | ||||
|     vec3 PrefilteredColor =  textureCubeLod(envMap, refVec.xyz,Lod).rgb; | ||||
|     vec2 EnvBRDF = texture2D(integrateBRDF,vec2(Roughness, ndotv)).rg; | ||||
|     return PrefilteredColor * ( SpecularColor * EnvBRDF.x+ EnvBRDF.y );     | ||||
| } | ||||
| @ -143,7 +143,7 @@ vec3 ApproximateSpecularIBL(samplerCube envMap,sampler2D integrateBRDF, vec3 Spe | ||||
| vec3 ApproximateSpecularIBLPolynomial(samplerCube envMap, vec3 SpecularColor , float Roughness, float ndotv, vec3 refVec){ | ||||
|     //TODO magic values should be replaced by defines. | ||||
|     float Lod = log2(Roughness) * 1.2 + 6.0 - 1.0; | ||||
|     vec3 PrefilteredColor =  textureCube(envMap, refVec.xyz,Lod).rgb;     | ||||
|     vec3 PrefilteredColor =  textureCubeLod(envMap, refVec.xyz,Lod).rgb;     | ||||
|     return PrefilteredColor * EnvDFGPolynomial(SpecularColor, Roughness, ndotv); | ||||
| } | ||||
| 
 | ||||
|  | ||||
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