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https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
Fix typo: nominator to numerator.
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@@ -84,9 +84,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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vec3 specular = nominator / max(denominator, 0.001); // prevent divide by zero for NdotV=0.0 or NdotL=0.0
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vec3 specular = numerator / max(denominator, 0.001); // prevent divide by zero for NdotV=0.0 or NdotL=0.0
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// kS is equal to Fresnel
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vec3 kS = F;
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@@ -111,9 +111,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
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vec3 specular = nominator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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@@ -85,9 +85,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
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vec3 specular = nominator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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@@ -88,9 +88,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
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vec3 specular = nominator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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@@ -95,9 +95,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
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vec3 specular = nominator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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@@ -124,9 +124,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
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vec3 specular = nominator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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