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@@ -141,11 +141,11 @@ vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler, m
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// No Fresnel Effect with sheen
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// No Fresnel Effect with sheen
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// vec3 fresnel = fresnelSchlickGGX(info.VdotH, reflectance0, reflectance90);
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// vec3 fresnel = fresnelSchlickGGX(info.VdotH, reflectance0, reflectance90);
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- vec3 fresnel = reflectance0;
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+ float fresnel = 1.;
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float distribution = normalDistributionFunction_CharlieSheen(NdotH, alphaG);
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float distribution = normalDistributionFunction_CharlieSheen(NdotH, alphaG);
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float ashikhminvisibility = visibility_Ashikhmin(info.NdotL, info.NdotV);
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float ashikhminvisibility = visibility_Ashikhmin(info.NdotL, info.NdotV);
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- vec3 sheenTerm = fresnel * distribution * ashikhminvisibility;
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+ float sheenTerm = fresnel * distribution * ashikhminvisibility;
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return sheenTerm * info.attenuation * info.NdotL * lightColor;
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return sheenTerm * info.attenuation * info.NdotL * lightColor;
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}
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}
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#endif
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#endif
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