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authorClément Foucault <foucault.clem@gmail.com>2017-04-26 00:48:26 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-04-26 00:51:05 +0300
commit82686f0a0c2c1d5c42b07288935440aea4713cad (patch)
treeb9b750c1849c2446d420deb14b229e792d5bb594 /source/blender/draw/engines/eevee/shaders/default_frag.glsl
parentbb75b0bcbcea35fe32e439c8f3e618b66f5110cf (diff)
Eevee: World default shader.
- Use uniform color world for the world probe. - Refactored the Fresnel expression to be better with Area Lights. - Squared the roughness for default materials.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_frag.glsl1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
index 02ececf7a68..4cb229e392b 100644
--- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
@@ -6,5 +6,6 @@ uniform int hardness;
void main()
{
float roughness = 1.0 - float(hardness) / 511.0;
+ roughness *= roughness;
fragColor = vec4(eevee_surface_lit(worldNormal, diffuse_col, specular_col, roughness), 1.0);
}