Merge pull request #12091 from hi-ogawa/fix-specular-schlick-ggx

Fix render mode specular schlick ggx
This commit is contained in:
Rémi Verschelde 2017-10-14 13:40:00 +02:00 committed by GitHub
commit e82a3f0168
2 changed files with 4 additions and 5 deletions

View file

@ -838,6 +838,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";

View file

@ -895,7 +895,7 @@ float G_GGX_2cos(float cos_theta_m, float alpha) {
// return 1.0 /( cos_theta_m + sqrt(cos2 + alpha*alpha*sin2) );
}
float D_GXX(float cos_theta_m, float alpha) {
float D_GGX(float cos_theta_m, float alpha) {
float alpha2 = alpha*alpha;
float d = 1.0 + (alpha2-1.0)*cos_theta_m*cos_theta_m;
return alpha2/(M_PI * d * d);
@ -909,7 +909,7 @@ float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, fl
return 1.0 / (cos_theta_m + sqrt(cos2 + (s_x*s_x + s_y*s_y)*sin2 ));
}
float D_GXX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
float cos2 = cos_theta_m * cos_theta_m;
float sin2 = (1.0-cos2);
float r_x = cos_phi/alpha_x;
@ -1080,7 +1080,7 @@ LIGHT_SHADER_CODE
float ay = ry*ry;
float XdotH = dot( T, H );
float YdotH = dot( B, H );
float D = D_GXX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
#else
@ -2104,5 +2104,3 @@ FRAGMENT_SHADER_CODE
}