FIx the highlight issue, the gloss 2 is actually roughnees to the power of 4

This commit is contained in:
samcake 2016-12-08 15:04:57 -08:00
parent 8df1ffd38f
commit d851278acd

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@ -85,7 +85,7 @@ void main(void) {
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
// COmpute the rougness into gloss2 once:
float fragGloss2 = pow(frag.roughness + 0.001, 2.0);
float fragGloss2 = pow(frag.roughness + 0.001, 4.0);
bool withScattering = (frag.scattering * isScatteringEnabled() > 0.0);
int numLightTouching = 0;