make the specular terms easier to read, turn the magic number into a const

This commit is contained in:
epochwon 2025-07-02 10:49:27 -04:00
parent c89b2b0c60
commit 0027a5bcab

View File

@ -163,8 +163,13 @@ void main(void)
sunSpec.a = min(1.0, sunSpec.a / SUN_SPEC_FADING_THRESHOLD);
// specular
vec3 R = reflect(viewDir, normalize(vec3(normal.x * SPEC_BUMPINESS, normal.y * SPEC_BUMPINESS, normal.z)));
float specular = clamp(pow(atan(max(dot(R, sunWorldDir), 0.0) * 1.55), SPEC_HARDNESS) * SPEC_BRIGHTNESS, 0.0, 1.0) * shadow * sunSpec.a;
const float SPEC_MAGIC = 1.55; // from the original blender shader, changing it makes the spec vanish or become too bright
vec3 specNormal = normalize(vec3(normal.x * SPEC_BUMPINESS, normal.y * SPEC_BUMPINESS, normal.z));
vec3 viewReflectDir = reflect(viewDir, specNormal);
float phongTerm = max(dot(viewReflectDir, sunWorldDir), 0.0);
float specular = pow(atan(phongTerm * SPEC_MAGIC), SPEC_HARDNESS) * SPEC_BRIGHTNESS;
specular = clamp(specular, 0.0, 1.0) * shadow * sunSpec.a;
// artificial specularity to make rain ripples more noticeable
vec3 skyColorEstimate = vec3(max(0.0, mix(-0.3, 1.0, sunFade)));