提交 322839d6 编写于 作者: W WestLangley

Corrected Schlick specular term and added specular normalization constant

上级 377f9d7a
......@@ -557,8 +557,11 @@ THREE.ShaderChunk = {
"#ifdef PHYSICALLY_BASED_SHADING",
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( lVector, pointHalfVector ), 5.0 );",
"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
// normalization factor
"float specularNormalization = ( shininess + 2.0 ) / 8.0;",
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
"#else",
......@@ -627,12 +630,12 @@ THREE.ShaderChunk = {
*/
// normalization factor
//float specularNormalization = ( shininess + 2.0 ) / 8.0;
"float specularNormalization = ( shininess + 2.0 ) / 8.0;",
//"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( dirVector, dirHalfVector ), 5.0 );",
"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
"#else",
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册