take ao into account for the brdf diffuse component

This commit is contained in:
AzaezelX 2025-02-03 11:51:53 -06:00
parent f71f4e051f
commit cf92b29898
2 changed files with 2 additions and 2 deletions

View file

@ -226,7 +226,7 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
{
//diffuse term
vec3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
vec3 Fd = surface.albedo.rgb * surface.ao * M_1OVER_PI_F;
//GGX specular
vec3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);

View file

@ -227,7 +227,7 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
{
//diffuse term
float3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
float3 Fd = surface.albedo.rgb * surface.ao * M_1OVER_PI_F;
//GGX specular
float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);