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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-07-02 18:59:31 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-07-02 19:37:50 +0300
commiteb420e6b7f3db8eb16eb8a014126db1b22e80219 (patch)
treeb1bd1a910badc96ebfea3d3ea829fcbedb04f3c2 /source/blender/gpu/shaders
parent52b9516e0393634f2d18fc641d54815a4069fc08 (diff)
Fix T51957: principled BSDF mismatches in GLSL viewport.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl14
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 ef2060122e0..67a099159c5 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2625,7 +2625,7 @@ 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;
@@ -2663,10 +2663,11 @@ 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 = gl_LightSource[i].position.xyz;
- vec3 light_position = normalize(gl_NormalMatrix * light_position_world);
+ vec3 light_position = normalize(light_position_world);
vec3 H = normalize(light_position + V);
+ vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
vec3 light_specular = gl_LightSource[i].specular.rgb;
float NdotL = dot(N, light_position);
@@ -2711,8 +2712,9 @@ 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);
@@ -2729,11 +2731,11 @@ 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);