Skip to content
Snippets Groups Projects
Commit 0e9193d8 authored by Geenz's avatar Geenz
Browse files

Make sure that the SL BRDF is being applied to objects lit by the sun and moon.

Fixes BUG-226620

--HG--
branch : BUG-226620
parent 8f1e7507
No related branches found
No related tags found
No related merge requests found
......@@ -123,14 +123,26 @@ void main()
if (spec.a > 0.0) // specular reflection
{
// the old infinite-sky shiny reflection
float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz+npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = sun_contrib*scol*spec.rgb;
speccol = max(speccol, vec3(0));
col += speccol;
}
}
col.rgb += diffuse.a * diffuse.rgb;
......
......@@ -136,14 +136,26 @@ void main()
if (spec.a > 0.0) // specular reflection
{
// the old infinite-sky shiny reflection
float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit*scol*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz+npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = sun_contrib*scontrib*spec.rgb;
speccol = max(speccol, vec3(0));
col += speccol;
}
}
col.rgb += diffuse.a * diffuse.rgb;
......
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