Skip to content
Snippets Groups Projects
Commit 7e901e55 authored by Ptolemy's avatar Ptolemy
Browse files

SL-17274: PBR: Cleanup alignment

parent 4257bf7b
No related branches found
No related tags found
2 merge requests!3Update to main branch,!2Rebase onto current main branch
......@@ -239,12 +239,12 @@ void main()
// Reference: getMetallicRoughnessInfo
float perceptualRough = packedORM.g;
float alphaRough = perceptualRough * perceptualRough;
vec3 colorDiff = mix( diffuse.rgb, vec3(0) , metal);
reflect0 = mix( reflect0 , diffuse.rgb, metal); // reflect at 0 degrees
reflect90 = vec3(1); // reflect at 90 degrees
float alphaRough = perceptualRough * perceptualRough;
vec3 colorDiff = mix( diffuse.rgb, vec3(0) , metal);
reflect0 = mix( reflect0 , diffuse.rgb, metal); // reflect at 0 degrees
reflect90 = vec3(1); // reflect at 90 degrees
#if DEBUG_PBR_REFLECTANCE
float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b );
float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b );
#endif
// Common to RadianceGGX and RadianceLambertian
......@@ -270,12 +270,12 @@ void main()
// Reference: getIBLRadianceLambertian
vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term
float Ems = (1.0 - vScaleBias.x + vScaleBias.y);
vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0);
vec3 AvgEms = avg * Ems;
vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms);
vec3 kDiffuse = colorDiffuse * (1.0 - FssEssLambert + FmsEms);
colorDiffuse += (FmsEms + kDiffuse) * irradiance;
float Ems = (1.0 - vScaleBias.x + vScaleBias.y);
vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0);
vec3 AvgEms = avg * Ems;
vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms);
vec3 kDiffuse = colorDiffuse * (1.0 - FssEssLambert + FmsEms);
colorDiffuse += (FmsEms + kDiffuse) * irradiance;
float occlusion_strength = 1.0; // TODO: From glb
float ao = packedORM.r;
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment