removed rect light specular hack
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@@ -521,7 +521,7 @@ inline void light_rect(in ShaderEntity light, in Surface surface, inout Lighting
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Lunnormalized = specular_rect - surface.P;
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L = normalize(Lunnormalized);
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surface_to_light.create(surface, L); // recompute all surface-light vectors
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lighting.direct.specular = mad(light_color_specular, saturate(BRDF_GetSpecular(surface, surface_to_light)), lighting.direct.specular); // saturated BRDF_GetSpecular, otherwise the video reflection will be overly bright!
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lighting.direct.specular = mad(light_color_specular, BRDF_GetSpecular(surface, surface_to_light), lighting.direct.specular);
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#ifdef LIGHTING_SCATTER
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const half scattering = ComputeScattering(saturate(dot(L, -surface.V)));
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