From 179c93b5509716ee71f60499c0375d197aeaaea3 Mon Sep 17 00:00:00 2001 From: "Mr.doob" Date: Tue, 27 Oct 2015 15:04:31 -0400 Subject: [PATCH] MeshPhysicalMaterial: Reverted to @WestLangley specularColor formula. --- src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl b/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl index 49883408ae..66f6591150 100644 --- a/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl @@ -1,4 +1,4 @@ PhysicalMaterial material; material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor ); material.specularRoughness = roughnessFactor * 0.5 + 0.5; // disney's remapping of [ 0, 1 ] roughness to [ 0.5, 1 ] -material.specularColor = mix( vec3( 0.04 ) * reflectivity, diffuseColor.rgb, metalnessFactor ); +material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor ); -- GitLab