Update leenkx/Shaders/voxel_resolve_ao/voxel_resolve_ao.comp.glsl

This commit is contained in:
Onek8 2025-05-22 02:24:58 +00:00
parent 109544cea9
commit 25f8c5f64c

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@ -106,6 +106,7 @@ void main() {
#ifdef _Brdf
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
vec3 F = f0 * envBRDF.x + envBRDF.y;
#endif
// Envmap
@ -153,14 +154,14 @@ void main() {
envl.rgb *= albedo;
#ifdef _Brdf
envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y); //LV: We should take refracted light into account
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
#endif
#ifdef _Rad // Indirect specular
envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y); //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
#else
#ifdef _EnvCol
envl.rgb += backgroundCol * (f0 * envBRDF.x + envBRDF.y); //LV: Eh, what's the point of weighting it only by F0?
envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
#endif
#endif