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fix typo in glsl

修正了两个GLSL中的小错误,整数会导致GLSL编译出错
This commit is contained in:
Fu Zhen
2018-02-28 14:32:13 +08:00
committed by GitHub
parent 38d7a80c79
commit 0eb75a5ddc

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@@ -194,7 +194,7 @@ float G = GeometrySmith(N, V, L, roughness);
```glsl
vec3 nominator = NDF * G * F;
float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
vec3 specular = nominator / denominator;
```
@@ -304,7 +304,7 @@ void main()
kD *= 1.0 - metallic;
vec3 nominator = NDF * G * F;
float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
vec3 specular = nominator / denominator;
// add to outgoing radiance Lo