diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-07-03 16:07:14 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2017-07-03 16:18:46 +0300 |
commit | d97c3bc7ad13cb9e3ec2248ce035a62c28ac70f8 (patch) | |
tree | 6dc5b6169e1398b4dc53f5aefc7304cb13ccbcda /source/blender/gpu/shaders | |
parent | 871325e26fe12efe8bf8a7042d94896f2f7faf6c (diff) | |
parent | eb1532a86094ba5d59bf62b1fbd50f74a639d0a8 (diff) |
Merge branch 'master' into blender2.8
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 0c36d6ca618..1f9ab45e556 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2690,7 +2690,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad /* ambient light */ // TODO: set ambient light to an appropriate value - vec3 L = vec3(mix(0.1, 0.03, metallic)) * base_color.rgb; + vec3 L = mix(0.1, 0.03, metallic) * mix(base_color.rgb, subsurface_color.rgb, subsurface * (1.0 - metallic)); float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0; @@ -2704,10 +2704,11 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad /* directional lights */ for (int i = 0; i < NUM_LIGHTS; i++) { vec3 light_position_world = glLightSource[i].position.xyz; - vec3 light_position = normalize(NormalMatrix * light_position_world); + vec3 light_position = normalize(light_position_world); vec3 H = normalize(light_position + V); + vec3 light_diffuse = glLightSource[i].diffuse.rgb; vec3 light_specular = glLightSource[i].specular.rgb; float NdotL = dot(N, light_position); @@ -2748,8 +2749,9 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad // sheen vec3 Fsheen = schlick_fresnel(LdotH) * sheen * Csheen; - diffuse_and_specular_bsdf = (M_1_PI * mix(Fd, ss, subsurface) * base_color.rgb + Fsheen) - * (1.0 - metallic) + Gs * Fs * Ds; + vec3 diffuse_bsdf = (mix(Fd * base_color.rgb, ss * subsurface_color.rgb, subsurface) + Fsheen) * light_diffuse; + vec3 specular_bsdf = Gs * Fs * Ds * light_specular; + diffuse_and_specular_bsdf = diffuse_bsdf * (1.0 - metallic) + specular_bsdf; } diffuse_and_specular_bsdf *= max(NdotL, 0.0); @@ -2766,11 +2768,11 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad float Fr = fresnel_dielectric_cos(LdotH, 1.5); //mix(0.04, 1.0, FH); float Gr = smithG_GGX(CNdotL, 0.25) * smithG_GGX(CNdotV, 0.25); - clearcoat_bsdf = clearcoat * Gr * Fr * Dr * vec3(0.25); + clearcoat_bsdf = clearcoat * Gr * Fr * Dr * vec3(0.25) * light_specular; } clearcoat_bsdf *= max(CNdotL, 0.0); - L += light_specular * (diffuse_and_specular_bsdf + clearcoat_bsdf); + L += diffuse_and_specular_bsdf + clearcoat_bsdf; } result = vec4(L, 1.0); |