diff --git a/shaders/lib/specular.glsl b/shaders/lib/specular.glsl index ba3ab89..9f490ed 100644 --- a/shaders/lib/specular.glsl +++ b/shaders/lib/specular.glsl @@ -344,7 +344,7 @@ vec3 specularReflections( bool isMetal = f0 > 229.5/255.0; - // #ifndef FORWARD_RENDERED_SPECULAR + // #ifndef FORWARD_SPECULAR // // underwater, convert from f0 air, to ior, then back to f0 water // if(!isMetal || isWater){ // f0 = 2.0 / (1.0 - sqrt(f0)) - 1.0; @@ -368,9 +368,9 @@ vec3 specularReflections( float shlickFresnel = shlickFresnelRoughness(dot(-normalize(viewDir), vec3(0.0,0.0,1.0)), roughness); - // #if defined FORWARD_RENDERED_SPECULAR && defined SNELLS_WINDOW - // if(isEyeInWater == 1) shlickFresnel = mix(shlickFresnel, 1.0, min(max(0.97 - (1-shlickFresnel),0.0)/(1-0.97),1.0)); - // #endif + #if defined FORWARD_SPECULAR && defined SNELLS_WINDOW + if(isEyeInWater == 1) shlickFresnel = mix(shlickFresnel, 1.0, min(max(0.98 - (1.0-shlickFresnel),0.0)/(1-0.98),1.0)); + #endif // F0 < 230 dialectrics // F0 >= 230 hardcoded metal f0