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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl
index bf33caf9854..613b48ff9b8 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl
@@ -250,12 +250,12 @@ void CLOSURE_NAME(vec3 N
# ifdef CLOSURE_GLOSSY
vec2 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).ba;
- out_spec *= F_area(f0, f90, brdf_lut_lights.xy);
+ out_spec *= F_brdf(f0, f90, brdf_lut_lights.xy);
# endif
# ifdef CLOSURE_CLEARCOAT
vec2 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).ba;
- out_spec_clear *= F_area(vec3(0.04), vec3(1.0), brdf_lut_lights_clear.xy);
+ out_spec_clear *= F_brdf(vec3(0.04), vec3(1.0), brdf_lut_lights_clear.xy);
out_spec += out_spec_clear * C_intensity;
# endif
@@ -449,7 +449,7 @@ void CLOSURE_NAME(vec3 N
/* This factor is outputted to be used by SSR in order
* to match the intensity of the regular reflections. */
- ssr_spec = F_ibl(f0, f90, brdf_lut);
+ ssr_spec = F_brdf(f0, f90, brdf_lut);
float spec_occlu = specular_occlusion(NV, final_ao, roughness);
/* The SSR pass recompute the occlusion to not apply it to the SSR */
@@ -470,7 +470,7 @@ void CLOSURE_NAME(vec3 N
NV = dot(C_N, V);
vec2 C_uv = lut_coords(NV, C_roughness);
vec2 C_brdf_lut = texture(utilTex, vec3(C_uv, 1.0)).rg;
- vec3 C_fresnel = F_ibl(vec3(0.04), vec3(1.0), C_brdf_lut) *
+ vec3 C_fresnel = F_brdf(vec3(0.04), vec3(1.0), C_brdf_lut) *
specular_occlusion(NV, final_ao, C_roughness);
out_spec += C_spec_accum.rgb * C_fresnel * C_intensity;