Use color for specular

This commit is contained in:
Vincent Lejeune 2014-11-20 22:57:32 +01:00
parent acdafc5566
commit fcba1dab86

View File

@ -3,10 +3,10 @@
vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness)
{
// Half Light View direction
vec3 f0 = vec3(0.040);
float f0 = 0.040;
vec3 H = normalize(eyedir + lightdir);
float NdotH = max(0., dot(normal, H));
float normalisationFactor = (roughness + 2.) / 8.;
vec3 FresnelSchlick = f0 + (1.0f - f0) * pow(1.0f - max(0., (dot(eyedir, H))), 5);
vec3 FresnelSchlick = color * (f0 + (1.0f - f0) * pow(1.0f - max(0., (dot(eyedir, H))), 5));
return max(pow(NdotH, roughness) * FresnelSchlick * normalisationFactor, vec3(0.));
}