diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 91159e3381..5fe7b53a7d 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -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"; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index b322a4c957..2c6dd5552e 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -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 } - -