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Merge pull request #264 from RandomErrorMessage/bugfix
bugfix: (int)4 -> (float)4.0
This commit is contained in:
@@ -85,7 +85,7 @@ void main()
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 numerator = 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) + 0.0001; // + 0.0001 to prevent divide by zero
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = numerator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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// kS is equal to Fresnel
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@@ -112,7 +112,7 @@ void main()
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = 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) + 0.0001; // + 0.0001 to prevent divide by zero
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = numerator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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// kS is equal to Fresnel
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@@ -86,7 +86,7 @@ void main()
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = 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) + 0.0001; // + 0.0001 to prevent divide by zero
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = numerator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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// kS is equal to Fresnel
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@@ -89,7 +89,7 @@ void main()
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = 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) + 0.0001; // + 0.0001 to prevent divide by zero
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = numerator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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// kS is equal to Fresnel
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@@ -96,7 +96,7 @@ void main()
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = 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) + 0.0001; // + 0.0001 to prevent divide by zero
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = numerator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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// kS is equal to Fresnel
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@@ -125,7 +125,7 @@ void main()
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = 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) + 0.0001; // + 0.0001 to prevent divide by zero
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = numerator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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// kS is equal to Fresnel
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