diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl index a26b5aa7f..55d9866ce 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -650,8 +650,7 @@ vec4 debugVizForwardProbes(Surface surface, vec3 kD = 1.0f - F; kD *= 1.0f - surface.metalness; - float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex) - vec2 envBRDF = textureLod(BRDFTexture, vec2(dfgNdotV, surface.roughness),0).rg; + vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg; specular *= F * envBRDF.x + surface.f90 * envBRDF.y; irradiance *= kD * surface.baseColor.rgb; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl index 13871f1cf..c91bd21a1 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -653,8 +653,7 @@ float4 debugVizForwardProbes(Surface surface, float3 kD = 1.0f - F; kD *= 1.0f - surface.metalness; - float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex) - float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(dfgNdotV, surface.roughness,0,0)).rg; + float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg; specular *= F * envBRDF.x + surface.f90 * envBRDF.y; irradiance *= kD * surface.baseColor.rgb;