Test if shader bug trips CI/CD

This commit is contained in:
Jack Christensen 2024-08-19 11:05:31 -04:00
parent 513fc61d34
commit 9acc0a8be9
1 changed files with 4 additions and 6 deletions

View File

@ -7,7 +7,7 @@ in vec2 tex_coords;
uniform sampler2D albedoGbuffer;
uniform sampler2D positionGbuffer;
uniform sampler2D normalGbuffer;
uniform sampler2D normalGbuffer;h
layout(std140, binding = 0) uniform SceneUniforms
{
@ -23,7 +23,7 @@ vec3 calculateDisneySpecular(vec3 N, vec3 V, vec3 L, vec3 albedo) {
vec3 F = F0 + (1.0f - F0) * pow(1.0f - dot(H, V), 5.0f);
// Normal Distribution Function (GGX)
float roughness = 0.6f;
float roughness = 0.5f;
float alpha = roughness * roughness;
float alpha2 = alpha * alpha;
@ -38,9 +38,7 @@ vec3 calculateDisneySpecular(vec3 N, vec3 V, vec3 L, vec3 albedo) {
float G1L = NdotL / (NdotL * (1.0f - k) + k);
float G = G1V * G1L;
//vec3 specular = vec3(F);
vec3 specular = (D * G * F) / (4.0f * NdotL * NdotV + 0.001); // Adding a small bias to prevent division by zero
vec3 specular = (D * G * F) / (4.0f * NdotL * NdotV + 0.001f); // Adding a small bias to prevent division by zero
return specular;
@ -49,7 +47,7 @@ vec3 calculateDisneySpecular(vec3 N, vec3 V, vec3 L, vec3 albedo) {
void main()
{
vec4 albedo = texture(albedoGbuffer, tex_coords);
//albedo = vec4(vec3(0.18f), texture(albedoGbuffer, tex_coords).a);
albedo = vec4(vec3(0.18f), texture(albedoGbuffer, tex_coords).a);
vec4 position = texture(positionGbuffer, tex_coords);
vec4 normal = texture(normalGbuffer, tex_coords);