lighting: compute highlight clamp after one-/two-sided diffuse pass

This commit is contained in:
wwylele 2018-03-07 01:32:05 +02:00
parent 33a0e87ac2
commit 0d6db4a0b3
2 changed files with 21 additions and 24 deletions

View file

@ -256,22 +256,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
}
auto dot_product = Math::Dot(light_vector, normal);
// Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
// product.
float clamp_highlights = 1.0f;
if (lighting.config0.clamp_highlights) {
if (dot_product <= 0.0f)
clamp_highlights = 0.0f;
else
clamp_highlights = 1.0f;
}
if (light_config.config.two_sided_diffuse)
dot_product = std::abs(dot_product);
else
dot_product = std::max(dot_product, 0.0f);
float clamp_highlights = 1.0f;
if (lighting.config0.clamp_highlights) {
clamp_highlights = dot_product == 0.0f ? 0.0f : 1.0f;
}
if (light_config.config.geometric_factor_0 || light_config.config.geometric_factor_1) {
float geo_factor = half_vector.Length2();
geo_factor = geo_factor == 0.0f ? 0.0f : std::min(dot_product / geo_factor, 1.0f);