diff --git a/Templates/Full/game/shaders/common/lighting.hlsl b/Templates/Full/game/shaders/common/lighting.hlsl index 7cfd1d36b..03dd662cd 100644 --- a/Templates/Full/game/shaders/common/lighting.hlsl +++ b/Templates/Full/game/shaders/common/lighting.hlsl @@ -398,7 +398,7 @@ float4 computeForwardProbes(Surface surface, //apply brdf //Do it once to save on texture samples - float2 brdf = TORQUE_TEX2DLOD(BRDFTexture,float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy; + float2 brdf = TORQUE_TEX2DLOD(BRDFTexture,float4(surface.roughness, 1.0-surface.NdotV, 0.0, 0.0)).xy; specular *= brdf.x * F + brdf.y; //final diffuse color diff --git a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl index 12c4fcef5..ea2ca7641 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl @@ -191,7 +191,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET //apply brdf //Do it once to save on texture samples - float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy; + float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, 1.0-surface.NdotV, 0.0, 0.0)).xy; specular *= brdf.x * F + brdf.y; //final diffuse color