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authorClément Foucault <foucault.clem@gmail.com>2018-12-05 04:08:18 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-05 04:51:48 +0300
commitb5ebdb09af57af60ad1b19b1eeaef84a9e886a75 (patch)
treed6ed70b6be61ec5691726b555e07aad5242708a1 /source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
parent7ffde286be0774e24ea04b4acaad6c6e4ae16bfe (diff)
Workbench: Remove specular shadowing for red and blue metal
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl6
1 files changed, 1 insertions, 5 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
index 9a5ed1c311d..dbc29299fdc 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
@@ -7,14 +7,10 @@ vec4 fast_rcp(vec4 v)
vec3 brdf_approx(vec3 spec_color, float roughness, float NV)
{
- /* Treat anything below 2% as shadowing.
- * (in other words, makes it possible to completely disable
- * specular on a material by setting specular color to black). */
- float shadowing = clamp(50.0 * spec_color.g, 0.0, 1.0);
/* Very rough own approx. We don't need it to be correct, just fast.
* Just simulate fresnel effect with roughness attenuation. */
float fresnel = exp2(-8.35 * NV) * (1.0 - roughness);
- return mix(spec_color, vec3(1.0), fresnel) * shadowing;
+ return mix(spec_color, vec3(1.0), fresnel);
}
void prep_specular(