diff --git a/libraries/gpu/src/gpu/Texture.cpp b/libraries/gpu/src/gpu/Texture.cpp index 5b0c4c876a..f6283b95e3 100755 --- a/libraries/gpu/src/gpu/Texture.cpp +++ b/libraries/gpu/src/gpu/Texture.cpp @@ -794,7 +794,16 @@ bool sphericalHarmonicsFromTexture(const gpu::Texture& cubeTexture, std::vector< for(int face=0; face < gpu::Texture::NUM_CUBE_FACES; face++) { PROFILE_RANGE(render_gpu, "ProcessFace"); - auto numComponents = cubeTexture.accessStoredMipFace(0,face)->getFormat().getScalarCount(); + auto mipFormat = cubeTexture.accessStoredMipFace(0, face)->getFormat(); + auto numComponents = mipFormat.getScalarCount(); + int roffset { 0 }; + int goffset { 1 }; + int boffset { 2 }; + if ((mipFormat.getSemantic() == gpu::BGRA) || (mipFormat.getSemantic() == gpu::SBGRA)) { + roffset = 2; + boffset = 0; + } + auto data = cubeTexture.accessStoredMipFace(0,face)->readData(); if (data == nullptr) { continue; @@ -882,9 +891,9 @@ bool sphericalHarmonicsFromTexture(const gpu::Texture& cubeTexture, std::vector< for (int i = 0; i < stride; ++i) { for (int j = 0; j < stride; ++j) { int k = (int)(x + i - halfStride + (y + j - halfStride) * width) * numComponents; - red += ColorUtils::sRGB8ToLinearFloat(data[k]); - green += ColorUtils::sRGB8ToLinearFloat(data[k + 1]); - blue += ColorUtils::sRGB8ToLinearFloat(data[k + 2]); + red += ColorUtils::sRGB8ToLinearFloat(data[k + roffset]); + green += ColorUtils::sRGB8ToLinearFloat(data[k + goffset]); + blue += ColorUtils::sRGB8ToLinearFloat(data[k + boffset]); } } glm::vec3 clr(red, green, blue); @@ -911,8 +920,6 @@ bool sphericalHarmonicsFromTexture(const gpu::Texture& cubeTexture, std::vector< // save result for(uint i=0; i < sqOrder; i++) { - // gamma Correct - // output[i] = linearTosRGB(glm::vec3(resultR[i], resultG[i], resultB[i])); output[i] = glm::vec3(resultR[i], resultG[i], resultB[i]); } diff --git a/libraries/render-utils/src/LightAmbient.slh b/libraries/render-utils/src/LightAmbient.slh index 15e23015cb..e343d8c239 100644 --- a/libraries/render-utils/src/LightAmbient.slh +++ b/libraries/render-utils/src/LightAmbient.slh @@ -30,9 +30,8 @@ vec3 fresnelSchlickAmbient(vec3 fresnelColor, vec3 lightDir, vec3 halfDir, float <$declareSkyboxMap()$> <@endif@> -vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 fragNormal, float roughness, vec3 fresnel) { +vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 fragNormal, float roughness) { vec3 direction = -reflect(fragEyeDir, fragNormal); - vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, fragEyeDir, fragNormal, 1.0 - roughness); vec3 specularLight; <@if supportIfAmbientMapElseAmbientSphere@> if (getLightHasAmbientMap(ambient)) @@ -53,7 +52,7 @@ vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 f } <@endif@> - return specularLight * ambientFresnel; + return specularLight; } <@endfunc@> @@ -74,12 +73,14 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie <@endif@> ) { + // Fresnel + vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, eyeDir, normal, 1.0 - roughness); + // Diffuse from ambient - diffuse = (1.0 - metallic) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), normal).xyz; + diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), normal).xyz; // Specular highlight from ambient - specular = evalAmbientSpecularIrradiance(ambient, eyeDir, normal, roughness, fresnel) * obscurance * getLightAmbientIntensity(ambient); - + specular = evalAmbientSpecularIrradiance(ambient, eyeDir, normal, roughness) * ambientFresnel; <@if supportScattering@> float ambientOcclusion = curvatureAO(lowNormalCurvature.w * 20.0f) * 0.5f;