Fixed an outstanding issue with PBR lighting that was screwing reflection with normal maps.
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31d271d972
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f010f1be59
@ -135,7 +135,7 @@ vec3 EnvDFGPolynomial( vec3 specularColor, float roughness, float ndotv ){
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vec3 ApproximateSpecularIBL(samplerCube envMap,sampler2D integrateBRDF, vec3 SpecularColor , float Roughness, float ndotv, vec3 refVec){
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vec3 ApproximateSpecularIBL(samplerCube envMap,sampler2D integrateBRDF, vec3 SpecularColor , float Roughness, float ndotv, vec3 refVec){
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//TODO magic values should be replaced by defines.
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//TODO magic values should be replaced by defines.
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float Lod = log2(Roughness) * 1.2 + 6.0 - 1.0;
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float Lod = log2(Roughness) * 1.2 + 6.0 - 1.0;
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vec3 PrefilteredColor = textureCube(envMap, refVec.xyz,Lod).rgb;
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vec3 PrefilteredColor = textureCubeLod(envMap, refVec.xyz,Lod).rgb;
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vec2 EnvBRDF = texture2D(integrateBRDF,vec2(Roughness, ndotv)).rg;
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vec2 EnvBRDF = texture2D(integrateBRDF,vec2(Roughness, ndotv)).rg;
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return PrefilteredColor * ( SpecularColor * EnvBRDF.x+ EnvBRDF.y );
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return PrefilteredColor * ( SpecularColor * EnvBRDF.x+ EnvBRDF.y );
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}
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}
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@ -143,7 +143,7 @@ vec3 ApproximateSpecularIBL(samplerCube envMap,sampler2D integrateBRDF, vec3 Spe
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vec3 ApproximateSpecularIBLPolynomial(samplerCube envMap, vec3 SpecularColor , float Roughness, float ndotv, vec3 refVec){
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vec3 ApproximateSpecularIBLPolynomial(samplerCube envMap, vec3 SpecularColor , float Roughness, float ndotv, vec3 refVec){
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//TODO magic values should be replaced by defines.
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//TODO magic values should be replaced by defines.
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float Lod = log2(Roughness) * 1.2 + 6.0 - 1.0;
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float Lod = log2(Roughness) * 1.2 + 6.0 - 1.0;
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vec3 PrefilteredColor = textureCube(envMap, refVec.xyz,Lod).rgb;
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vec3 PrefilteredColor = textureCubeLod(envMap, refVec.xyz,Lod).rgb;
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return PrefilteredColor * EnvDFGPolynomial(SpecularColor, Roughness, ndotv);
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return PrefilteredColor * EnvDFGPolynomial(SpecularColor, Roughness, ndotv);
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}
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}
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