Fixed legacy specular light on default planet shader.

master
AnotherCommander 2018-09-01 10:41:02 +02:00
parent 5b9acdc02b
commit 2d5a40ad11
1 changed files with 3 additions and 3 deletions

View File

@ -291,7 +291,7 @@ void main()
float f0 = 0.0;
#if OOSPECULAR_NEW_MODEL
// conservation of energy: f0 = 0.0204 = (((1.0 - 1.333) / (1.0 + 1.333))^2, where 1.333 is the ior of water
// conservation of energy: f0 = 0.0204 = ((1.0 - 1.333) / (1.0 + 1.333)0)^2, where 1.333 is the ior of water
f0 = 0.0204;
#endif
@ -308,10 +308,10 @@ void main()
#if USE_SPECULAR
float specularFactor = SPECULAR_FACTOR;
#if !OOSPECULAR_NEW_MODEL
// f0 is 0.0204
vec3 specularLight = CalcSpecularLight(light1Vector, eyeVector, 30.0 * specularFactor, normal, SPECULAR_LIGHT);
totalColor += specularLight * 0.6;
totalColor += specularLight * 0.6 * specularFactor;
#else
// f0 is 0.0204
#if OOSPECULAR_NEW_MODEL_GGX
specularFactor *= 0.475;
vec3 specularLight = CalcSpecularGGX(light1Vector, normal, halfVector, eyeVector, specularFactor, f0, SPECULAR_LIGHT);