Cleanup: comments (long lines) in gpu
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@@ -1190,7 +1190,8 @@ void convert_metallic_to_specular_tinted(vec3 basecol,
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vec3 principled_sheen(float NV, vec3 basecol_tint, float sheen_tint)
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{
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float f = 1.0 - NV;
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/* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps, therefore we need to clamp value. */
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/* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps,
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* therefore we need to clamp value. */
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f = clamp(f, 0.0, 1.0);
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/* Empirical approximation (manual curve fitting). Can be refined. */
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float sheen = f * f * f * 0.077 + f * 0.01 + 0.00026;
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