Make Blinn and Phong specular modes PBR

This commit is contained in:
clayjohn 2021-08-08 15:55:14 -07:00
parent e010e05b3d
commit fa962ff27d

View File

@ -208,11 +208,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
//normalized blinn
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float blinn = pow(cNdotH, shininess) * cNdotL;
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = blinn;
float blinn = pow(cNdotH, shininess);
blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
specular_light += light_color * intensity * attenuation * specular_amount;
specular_light += light_color * attenuation * specular_amount * blinn * albedo * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_PHONG)
@ -220,10 +219,9 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
specular_light += light_color * intensity * attenuation * specular_amount;
specular_light += light_color * attenuation * specular_amount * phong * albedo * unpackUnorm4x8(orms).w;
#elif defined(SPECULAR_TOON)