From 24dcc480ecdddd8c990fc7191d2880ce1fda4ba4 Mon Sep 17 00:00:00 2001 From: Mugen87 Date: Wed, 13 Sep 2017 16:24:01 +0200 Subject: [PATCH] ShaderChunks: Fix link to documentation --- src/renderers/shaders/ShaderChunk/bsdfs.glsl | 2 +- .../shaders/ShaderChunk/lights_physical_pars_fragment.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/renderers/shaders/ShaderChunk/bsdfs.glsl b/src/renderers/shaders/ShaderChunk/bsdfs.glsl index 58f0868b8f..90865e0316 100644 --- a/src/renderers/shaders/ShaderChunk/bsdfs.glsl +++ b/src/renderers/shaders/ShaderChunk/bsdfs.glsl @@ -6,7 +6,7 @@ float punctualLightIntensityToIrradianceFactor( const in float lightDistance, co // based upon Frostbite 3 Moving to Physically-based Rendering // page 32, equation 26: E[window1] - // http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf + // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf // this is intended to be used on spot and point lights who are represented as luminous intensity // but who must be converted to luminous irradiance for surface lighting calculation float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 ); diff --git a/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl index e59d381ba3..7410c16000 100644 --- a/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl @@ -124,7 +124,7 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCo #define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness ) #define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness ) -// ref: http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf +// ref: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) { return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion ); -- GitLab