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@@ -506,6 +506,7 @@ void main(void) {
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// _____________________________ Compute Geometry info _________________________________
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float NdotVUnclamped = dot(normalW, viewDirectionW);
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+ // The order 1886 page 3.
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float NdotV = absEps(NdotVUnclamped);
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float alphaG = convertRoughnessToAverageSlope(roughness);
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vec2 AARoughnessFactors = getAARoughnessFactors(normalW.xyz);
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@@ -879,6 +880,7 @@ void main(void) {
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// Compute N dot V.
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float clearCoatNdotVUnclamped = dot(clearCoatNormalW, viewDirectionW);
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+ // The order 1886 page 3.
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float clearCoatNdotV = absEps(clearCoatNdotVUnclamped);
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// Clear Coat Reflection
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@@ -951,6 +953,7 @@ void main(void) {
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#ifdef CLEARCOAT_TINT
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// Used later on in the light fragment and ibl.
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vec3 clearCoatVRefract = -refract(vPositionW, clearCoatNormalW, vClearCoatRefractionParams.y);
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+ // The order 1886 page 3.
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float clearCoatNdotVRefract = absEps(dot(clearCoatNormalW, clearCoatVRefract));
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vec3 absorption = vec3(0.);
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#endif
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