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- Improve sector light slightly for PBR
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1 changed files with 24 additions and 1 deletions
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@ -427,6 +427,11 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0)
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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{
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
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}
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vec3 applyLight(vec3 albedo, vec3 ambientLight)
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{
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vec3 worldpos = pixelpos.xyz;
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@ -526,7 +531,25 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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}
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#endif
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vec3 ambient = ambientLight * albedo * ao;
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// Pretend we sampled the sector light level from an irradiance map
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vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness);
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vec3 kS = F;
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vec3 kD = 1.0 - kS;
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vec3 irradiance = ambientLight; // texture(irradianceMap, N).rgb
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vec3 diffuse = irradiance * albedo;
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//kD *= 1.0 - metallic;
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//const float MAX_REFLECTION_LOD = 4.0;
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//vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
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//vec2 envBRDF = texture(brdfLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
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//vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
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//vec3 ambient = (kD * diffuse + specular) * ao;
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vec3 ambient = (kD * diffuse) * ao;
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vec3 color = ambient + Lo;
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// Tonemap (reinhard) and apply sRGB gamma
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