[Bf-blender-cvs] [9b66a320bf0] blender2.8: Eevee: Fix luma calculation for lamp fresnel.
Clément Foucault
noreply at git.blender.org
Mon Jul 3 22:10:22 CEST 2017
Commit: 9b66a320bf06b8279215bd6cf1f6daac3b4dfe8c
Author: Clément Foucault
Date: Fri Jun 30 16:26:33 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB9b66a320bf06b8279215bd6cf1f6daac3b4dfe8c
Eevee: Fix luma calculation for lamp fresnel.
===================================================================
M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 0351fa4a861..40dc6d4e6f7 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -257,7 +257,7 @@ vec3 F_schlick(vec3 f0, float cos_theta)
/* Unreal specular matching : if specular color is below 2% intensity,
* (using green channel for intensity) treat as shadowning */
- return saturate(50.0 * f0.g) * fac + (1.0 - fac) * f0;
+ return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * fac + (1.0 - fac) * f0;
}
/* Fresnel approximation for LTC area lights (not MRP) */
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