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Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibility.
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3 changed files with 10 additions and 7 deletions
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@ -932,7 +932,8 @@ LIGHT_SHADER_CODE
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vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
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float B = 0.45 * sigma2 / (sigma2 + 0.09);
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light_amount = dotNL * (A + vec3(B) * s / t) / M_PI;
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// light_amount = dotNL * (A + vec3(B) * s / t) / M_PI;
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light_amount = dotNL * (A + vec3(B) * s / t);
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}
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#elif defined(DIFFUSE_TOON)
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@ -952,7 +953,8 @@ LIGHT_SHADER_CODE
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float FD90 = 0.5 + 2.0 * LoH * LoH * roughness;
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float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoV);
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float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoL);
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light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL;
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//light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL;
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light_amount = ( FdV * FdL ) * NoL;
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/*
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float energyBias = mix(roughness, 0.0, 0.5);
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float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
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@ -965,7 +967,8 @@ LIGHT_SHADER_CODE
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}
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#else
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//lambert
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light_amount = dotNL / M_PI;
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// light_amount = dotNL / M_PI;
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light_amount = dotNL;
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#endif
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#if defined(TRANSMISSION_USED)
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