forked from bartvdbraak/blender
Fix T51957: principled BSDF mismatches in GLSL viewport.
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52b9516e03
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@ -2625,7 +2625,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
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{
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/* ambient light */
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// TODO: set ambient light to an appropriate value
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vec3 L = vec3(mix(0.1, 0.03, metallic)) * base_color.rgb;
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vec3 L = mix(0.1, 0.03, metallic) * mix(base_color.rgb, subsurface_color.rgb, subsurface * (1.0 - metallic));
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float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0;
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@ -2663,10 +2663,11 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
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/* directional lights */
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for (int i = 0; i < NUM_LIGHTS; i++) {
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vec3 light_position_world = gl_LightSource[i].position.xyz;
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vec3 light_position = normalize(gl_NormalMatrix * light_position_world);
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vec3 light_position = normalize(light_position_world);
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vec3 H = normalize(light_position + V);
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vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
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vec3 light_specular = gl_LightSource[i].specular.rgb;
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float NdotL = dot(N, light_position);
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@ -2711,8 +2712,9 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
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// sheen
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vec3 Fsheen = schlick_fresnel(LdotH) * sheen * Csheen;
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diffuse_and_specular_bsdf = (M_1_PI * mix(Fd, ss, subsurface) * base_color.rgb + Fsheen)
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* (1.0 - metallic) + Gs * Fs * Ds;
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vec3 diffuse_bsdf = (mix(Fd * base_color.rgb, ss * subsurface_color.rgb, subsurface) + Fsheen) * light_diffuse;
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vec3 specular_bsdf = Gs * Fs * Ds * light_specular;
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diffuse_and_specular_bsdf = diffuse_bsdf * (1.0 - metallic) + specular_bsdf;
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}
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diffuse_and_specular_bsdf *= max(NdotL, 0.0);
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@ -2729,11 +2731,11 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
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float Fr = fresnel_dielectric_cos(LdotH, 1.5); //mix(0.04, 1.0, FH);
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float Gr = smithG_GGX(CNdotL, 0.25) * smithG_GGX(CNdotV, 0.25);
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clearcoat_bsdf = clearcoat * Gr * Fr * Dr * vec3(0.25);
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clearcoat_bsdf = clearcoat * Gr * Fr * Dr * vec3(0.25) * light_specular;
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}
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clearcoat_bsdf *= max(CNdotL, 0.0);
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L += light_specular * (diffuse_and_specular_bsdf + clearcoat_bsdf);
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L += diffuse_and_specular_bsdf + clearcoat_bsdf;
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}
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result = vec4(L, 1.0);
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