diff options
author | Pascal Schön <VanCantus> | 2021-02-22 19:50:13 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-02-22 20:33:05 +0300 |
commit | 277b4f4b9377b7d43e730aa3219ee1a82f9885d7 (patch) | |
tree | 68555ed0b1ce05a279b9aa79582462f1d0a6079e /source/blender/gpu | |
parent | 32073993a8fcd235a5c7a2022dcdd7aef8a49687 (diff) |
Fix Principled BSDF specular color for black base color
Specular color is set to black instead of white inside the Principled BSDF
when the base color is set to fully black. This is contradictory to the sample
code of the Disney BRDF in BRDF Explorer. This patch aligns both
implementations.
Differential Revision: https://developer.blender.org/D10448
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl index 40fe83a3616..49c8973a8ce 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl @@ -2,7 +2,7 @@ vec3 tint_from_color(vec3 color) { float lum = dot(color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */ - return (lum > 0.0) ? color / lum : vec3(0.0); /* normalize lum. to isolate hue+sat */ + return (lum > 0.0) ? color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */ } float principled_sheen(float NV) |