Rename Schlick GGX to GGX.

Schlick's approximation and GGX are orthogonal concepts.

Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.

The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
This commit is contained in:
Ferenc Arn 2017-10-21 19:35:54 -04:00
parent 50306041e5
commit cb0bf1edea
6 changed files with 11 additions and 11 deletions

View file

@ -1065,7 +1065,7 @@ LIGHT_SHADER_CODE
#elif defined(SPECULAR_DISABLED)
//none..
#elif defined(SPECULAR_SCHLICK_GGX)
#elif defined(SPECULAR_GGX)
// shlick+ggx as default
vec3 H = normalize(V + L);
@ -1102,10 +1102,10 @@ LIGHT_SHADER_CODE
#if defined(LIGHT_USE_CLEARCOAT)
if (clearcoat_gloss > 0.0) {
# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
# if !defined(SPECULAR_GGX) && !defined(SPECULAR_BLINN)
vec3 H = normalize(V + L);
# endif
# if !defined(SPECULAR_SCHLICK_GGX)
# if !defined(SPECULAR_GGX)
float cNdotH = max(dot(N,H), 0.0);
float cLdotH = max(dot(L,H), 0.0);
float cLdotH5 = SchlickFresnel(cLdotH);