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Merge pull request #54 from Azaezel/alpha40CompilerCorrection
shader compiler correction
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commit
732f76b576
2 changed files with 3 additions and 3 deletions
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@ -58,8 +58,8 @@ vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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float Fr_DisneyDiffuse(float NdotV, float NdotL, float LdotH, float linearRoughness)
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float Fr_DisneyDiffuse(float NdotV, float NdotL, float LdotH, float linearRoughness)
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{
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{
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float energyBias = lerp(0, 0.5, linearRoughness);
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float energyBias = lerp(0.0f, 0.5f, linearRoughness);
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float energyFactor = lerp(1.0, 1.0 / 1.51, linearRoughness);
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float energyFactor = lerp(1.0f, 1.0f / 1.51f, linearRoughness);
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float fd90 = energyBias + 2.0 * LdotH*LdotH * linearRoughness;
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float fd90 = energyBias + 2.0 * LdotH*LdotH * linearRoughness;
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vec3 f0 = vec3(1.0f, 1.0f, 1.0f);
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vec3 f0 = vec3(1.0f, 1.0f, 1.0f);
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float lightScatter = F_Schlick(f0, fd90, NdotL).r;
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float lightScatter = F_Schlick(f0, fd90, NdotL).r;
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@ -115,7 +115,7 @@ void updateSurface(inout Surface surface)
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surface.NdotV = abs(dot(surface.N, surface.V)) + 1e-5f; // avoid artifact
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surface.NdotV = abs(dot(surface.N, surface.V)) + 1e-5f; // avoid artifact
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surface.albedo = surface.baseColor.rgb * (1.0 - surface.metalness);
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surface.albedo = surface.baseColor.rgb * (1.0 - surface.metalness);
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surface.f0 = lerp(vec3(0.04), surface.baseColor.rgb, surface.metalness);
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surface.f0 = lerp(vec3(0.04f), surface.baseColor.rgb, surface.metalness);
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surface.R = -reflect(surface.V, surface.N);
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surface.R = -reflect(surface.V, surface.N);
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float f90 = saturate(50.0 * dot(surface.f0, vec3(0.33,0.33,0.33)));
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float f90 = saturate(50.0 * dot(surface.f0, vec3(0.33,0.33,0.33)));
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surface.F = F_Schlick(surface.f0, f90, surface.NdotV);
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surface.F = F_Schlick(surface.f0, f90, surface.NdotV);
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