From b5ebdb09af57af60ad1b19b1eeaef84a9e886a75 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Wed, 5 Dec 2018 02:08:18 +0100 Subject: Workbench: Remove specular shadowing for red and blue metal --- .../draw/engines/workbench/shaders/workbench_world_light_lib.glsl | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) (limited to 'source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl') 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( -- cgit v1.2.3