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author | Clément Foucault <foucault.clem@gmail.com> | 2018-01-18 18:19:04 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-01-18 23:52:36 +0300 |
commit | 8ed0161aa72b57e63f3edbac76884af90b6719a0 (patch) | |
tree | 5275a99a23587d07f5e313c6fadd99c417ea890a /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl | |
parent | 97e2b0c594a0ecca0ecd0391ed0b65399c177372 (diff) |
Eevee: Implement new LTC algorithm for Sphere Lights.
This is an improvement on the old spining quad method that was giving artifacts when the reflection ray was nearly aligned with the sphere center.
This might be a bit heavier but it's worth it.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index ff3e1717ca8..bdc59ec345a 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -549,7 +549,7 @@ vec3 F_schlick(vec3 f0, float cos_theta) /* Fresnel approximation for LTC area lights (not MRP) */ vec3 F_area(vec3 f0, vec2 lut) { - vec2 fac = normalize(lut.xy); + vec2 fac = normalize(lut.xy); /* XXX FIXME this does not work!!! */ /* Unreal specular matching : if specular color is below 2% intensity, * treat as shadowning */ |