From f59fcbf72691fcb24db38f2aadbbfda2a0f9e154 Mon Sep 17 00:00:00 2001 From: zhuxudong Date: Thu, 18 Jul 2024 12:24:36 +0800 Subject: [PATCH] chore: async engine --- packages/shaderlab/src/shaders/Common.glsl | 1 + .../shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl | 3 +-- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/packages/shaderlab/src/shaders/Common.glsl b/packages/shaderlab/src/shaders/Common.glsl index 2f89d06d..46ac04ad 100644 --- a/packages/shaderlab/src/shaders/Common.glsl +++ b/packages/shaderlab/src/shaders/Common.glsl @@ -21,6 +21,7 @@ vec4 gammaToLinear(vec4 srgbIn){ } vec4 linearToGamma(vec4 linearIn){ + linearIn = max(linearIn, 0.0); return vec4( pow(linearIn.rgb, vec3(1.0 / 2.2)), linearIn.a); } diff --git a/packages/shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl b/packages/shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl index c9226d2a..98b448ae 100644 --- a/packages/shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl +++ b/packages/shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl @@ -52,8 +52,7 @@ vec3 envBRDFApprox(vec3 specularColor, float roughness, float dotNV ) { vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw; - // AB may less than 0 at high roughness, ref: https://github.com/galacean/engine/pull/2173 - return max(specularColor * AB.x + AB.y, 0.0); + return specularColor * AB.x + AB.y; }