Accidental double linearization, try roughness ^2 for water punctual light.

meow-7.2.2
Jonathan "Geenz" Goodman 2025-02-22 14:17:43 -05:00
parent 941c002877
commit 3e2da8e584
1 changed files with 3 additions and 3 deletions

View File

@ -25,7 +25,7 @@
// class3/environment/waterF.glsl
#define WATER_MINIMAL 1
#define WATER_MINIMAL_PLUS 1
out vec4 frag_color;
@ -255,7 +255,7 @@ void main()
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort);
#endif
vec3 sunlit_linear = srgb_to_linear(sunlit);
vec3 sunlit_linear = (sunlit);
float fade = 1;
#ifdef TRANSPARENT_WATER
float depth = texture(depthMap, distort).r;
@ -315,7 +315,7 @@ void main()
vec3 diffPunc = vec3(0);
vec3 specPunc = vec3(0);
pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
pbrPunctual(diffuseColor, specularColor, perceptualRoughness * perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow;
radiance *= df2.y;