Make sure specular highlights from punctual lights don't fall off of polished surfaces

meow-7.2.2
Dave Parks 2022-09-17 14:38:07 -05:00
parent 54e6c554c5
commit 13ac0f77ff
2 changed files with 12 additions and 20 deletions

View File

@ -351,23 +351,6 @@ vec3 hue_to_rgb(float hue)
// PBR Utils
// ior Index of Refraction, normally 1.5
// returns reflect0
float calcF0(float ior)
{
float f0 = (1.0 - ior) / (1.0 + ior);
return f0 * f0;
}
vec3 fresnel(float vh, vec3 f0, vec3 f90 )
{
float x = 1.0 - abs(vh);
float x2 = x*x;
float x5 = x2*x2*x;
vec3 fr = f0 + (f90 - f0)*x5;
return fr;
}
vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh)
{
return reflect0 + (reflect90 - reflect0) * pow(clamp(1.0 - vh, 0.0, 1.0), 5.0);
@ -682,6 +665,9 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
vec3 v, // surface point to camera
vec3 l) //surface point to light
{
// make sure specular highlights from punctual lights don't fall off of polished surfaces
perceptualRoughness = max(perceptualRoughness, 8.0/255.0);
float alphaRoughness = perceptualRoughness * perceptualRoughness;
// Compute reflectance.

View File

@ -111,9 +111,6 @@ void main()
float depth = texture2DRect(depthMap, tc.xy).r;
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float light_gamma = 1.0 / 1.3;
@ -147,6 +144,7 @@ void main()
bool hasPBR = GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR);
if (hasPBR)
{
norm.xyz = getNorm(tc);
vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
float perceptualRoughness = orm.g;
float metallic = orm.b;
@ -164,6 +162,10 @@ void main()
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
//baseColor.rgb = vec3(0,0,0);
//colorEmissive = srgb_to_linear(norm.xyz*0.5+0.5);
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
@ -187,6 +189,9 @@ void main()
}
else
{
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
da = pow(da, light_gamma);
@ -249,5 +254,6 @@ void main()
frag_color.rgb = srgb_to_linear(color.rgb);
}
frag_color.a = bloom;
}