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authorAntti Määttä <antti.maatta@qt.io>2019-12-12 14:40:21 +0200
committerAntti Määttä <antti.maatta@qt.io>2019-12-27 11:21:24 +0200
commitc4ed0d6acfc2cb444a5260cbd509a427208f7ac5 (patch)
tree6ceba81778153e8a28f0fa4ef918c2498cb40b51 /Studio/Content
parent71190e5a059eba4c911abcfdd599c2a98d674ed0 (diff)
Optimize and cleanup shaders
Change-Id: Ia27680e20f73ffe645d5a336fad7024e67a8389b Reviewed-by: Janne Kangas <janne.kangas@qt.io> Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'Studio/Content')
-rw-r--r--Studio/Content/Material Library/aluminium_anodized.shader2
-rw-r--r--Studio/Content/Material Library/aluminium_anodized_emissive.shader2
-rw-r--r--Studio/Content/Material Library/aluminum.shader2
-rw-r--r--Studio/Content/Material Library/aluminum_anisotropic.shader4
-rw-r--r--Studio/Content/Material Library/aluminum_brushed.shader2
-rw-r--r--Studio/Content/Material Library/aluminum_emissive.shader2
-rw-r--r--Studio/Content/Material Library/aluminum_textured_aniso.shader4
-rw-r--r--Studio/Content/Material Library/asphalt.shader4
-rw-r--r--Studio/Content/Material Library/bamboo_natural_matte.shader4
-rw-r--r--Studio/Content/Material Library/bamboo_natural_matte_emissive.shader4
-rw-r--r--Studio/Content/Material Library/carbon_fiber.shader6
-rw-r--r--Studio/Content/Material Library/carbon_fiber_emissive.shader6
-rw-r--r--Studio/Content/Material Library/carpaint_blue_standard.shader6
-rw-r--r--Studio/Content/Material Library/carpaint_color_peel_2_layer.shader8
-rw-r--r--Studio/Content/Material Library/carpaint_yellow_standard.shader6
-rw-r--r--Studio/Content/Material Library/concrete.shader4
-rw-r--r--Studio/Content/Material Library/copper.shader2
-rw-r--r--Studio/Content/Material Library/leather_smoothed_black.shader4
-rw-r--r--Studio/Content/Material Library/mesh_fence.shader4
-rw-r--r--Studio/Content/Material Library/metal_mesh_fine.shader4
-rw-r--r--Studio/Content/Material Library/paper_artistic.shader2
-rw-r--r--Studio/Content/Material Library/paper_office.shader2
-rw-r--r--Studio/Content/Material Library/plastic_structured_red.shader4
-rw-r--r--Studio/Content/Material Library/plastic_structured_red_emissive.shader4
-rw-r--r--Studio/Content/Material Library/porcelain.shader4
-rw-r--r--Studio/Content/Material Library/powder_coat.shader4
-rw-r--r--Studio/Content/Material Library/powder_coat_emissive.shader4
-rw-r--r--Studio/Content/Material Library/rubber_studded_black.shader4
-rw-r--r--Studio/Content/Material Library/rubber_studded_emissive.shader4
-rw-r--r--Studio/Content/Material Library/simple_glass.shader2
-rw-r--r--Studio/Content/Material Library/steel_milled_concentric.shader4
-rw-r--r--Studio/Content/Material Library/thin_glass_frosted.shader2
-rw-r--r--Studio/Content/Material Library/thin_glass_frosted_sp.shader2
-rw-r--r--Studio/Content/Material Library/thin_glass_refractive.shader2
-rw-r--r--Studio/Content/Material Library/walnut_matte.shader4
35 files changed, 64 insertions, 64 deletions
diff --git a/Studio/Content/Material Library/aluminium_anodized.shader b/Studio/Content/Material Library/aluminium_anodized.shader
index 17da9fb..62511a6 100644
--- a/Studio/Content/Material Library/aluminium_anodized.shader
+++ b/Studio/Content/Material Library/aluminium_anodized.shader
@@ -93,7 +93,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
#else
layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
#endif
}
diff --git a/Studio/Content/Material Library/aluminium_anodized_emissive.shader b/Studio/Content/Material Library/aluminium_anodized_emissive.shader
index 1c3233f..ae5beba 100644
--- a/Studio/Content/Material Library/aluminium_anodized_emissive.shader
+++ b/Studio/Content/Material Library/aluminium_anodized_emissive.shader
@@ -128,7 +128,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
#else
layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
#endif
}
diff --git a/Studio/Content/Material Library/aluminum.shader b/Studio/Content/Material Library/aluminum.shader
index e2a5bea..a046e5f 100644
--- a/Studio/Content/Material Library/aluminum.shader
+++ b/Studio/Content/Material Library/aluminum.shader
@@ -135,7 +135,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
#else
layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, tmp2, tmp2 );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, tmp2 );
#endif
}
diff --git a/Studio/Content/Material Library/aluminum_anisotropic.shader b/Studio/Content/Material Library/aluminum_anisotropic.shader
index b5fed9f..14a211c 100644
--- a/Studio/Content/Material Library/aluminum_anisotropic.shader
+++ b/Studio/Content/Material Library/aluminum_anisotropic.shader
@@ -135,7 +135,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, ftmp0, ftmp1, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, lightDiffuse );
#endif
}
@@ -160,7 +160,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, ftmp0, ftmp1 );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, ftmp0 );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/aluminum_brushed.shader b/Studio/Content/Material Library/aluminum_brushed.shader
index 594b4fa..9fefa35 100644
--- a/Studio/Content/Material Library/aluminum_brushed.shader
+++ b/Studio/Content/Material Library/aluminum_brushed.shader
@@ -135,7 +135,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
#else
layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, ftmp1, ftmp2 );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, ftmp1 );
#endif
}
diff --git a/Studio/Content/Material Library/aluminum_emissive.shader b/Studio/Content/Material Library/aluminum_emissive.shader
index ed48012..fa5d505 100644
--- a/Studio/Content/Material Library/aluminum_emissive.shader
+++ b/Studio/Content/Material Library/aluminum_emissive.shader
@@ -141,7 +141,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
#else
layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, tmp3, tmp3 );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, tmp3 );
#endif
}
diff --git a/Studio/Content/Material Library/aluminum_textured_aniso.shader b/Studio/Content/Material Library/aluminum_textured_aniso.shader
index ed9fb88..58679ab 100644
--- a/Studio/Content/Material Library/aluminum_textured_aniso.shader
+++ b/Studio/Content/Material Library/aluminum_textured_aniso.shader
@@ -137,7 +137,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, ftmp0, ftmp1, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, lightDiffuse );
#endif
}
@@ -162,7 +162,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, ftmp0, ftmp1 );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, ftmp0 );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/asphalt.shader b/Studio/Content/Material Library/asphalt.shader
index da37ed4..aa21338 100644
--- a/Studio/Content/Material Library/asphalt.shader
+++ b/Studio/Content/Material Library/asphalt.shader
@@ -115,7 +115,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, lightDiffuse );
#endif
}
@@ -140,7 +140,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp5, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness);
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/bamboo_natural_matte.shader b/Studio/Content/Material Library/bamboo_natural_matte.shader
index 28ab611..334ab50 100644
--- a/Studio/Content/Material Library/bamboo_natural_matte.shader
+++ b/Studio/Content/Material Library/bamboo_natural_matte.shader
@@ -115,7 +115,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, lightDiffuse );
#endif
}
@@ -140,7 +140,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp5, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader b/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader
index 7096c14..6fe274b 100644
--- a/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader
+++ b/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader
@@ -120,7 +120,7 @@ void computeFrontLayerColor(in vec3 normal, in vec3 lightDir, in vec3 viewDir, i
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, lightDir, lightDiffuse );
#endif
}
@@ -145,7 +145,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp6, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/carbon_fiber.shader b/Studio/Content/Material Library/carbon_fiber.shader
index fd3eca3..e4817d4 100644
--- a/Studio/Content/Material Library/carbon_fiber.shader
+++ b/Studio/Content/Material Library/carbon_fiber.shader
@@ -136,7 +136,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, ftmp0, ftmp1, scatter_reflect );
layers[2].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[2].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[2].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, lightDir, lightDiffuse );
#endif
}
@@ -165,9 +165,9 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[2].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp6, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, coat_roughness, coat_roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, coat_roughness );
- layers[1].layer += tmpShadowTerm * sampleGlossyAniso( layers[1].tanFrame, viewDir, ftmp0, ftmp1 );
+ layers[1].layer += tmpShadowTerm * sampleGlossy( layers[1].tanFrame, viewDir, ftmp0 );
layers[2].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[2].layer += tmpShadowTerm * sampleDiffuse( layers[2].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/carbon_fiber_emissive.shader b/Studio/Content/Material Library/carbon_fiber_emissive.shader
index fae9b7b..c65f259 100644
--- a/Studio/Content/Material Library/carbon_fiber_emissive.shader
+++ b/Studio/Content/Material Library/carbon_fiber_emissive.shader
@@ -141,7 +141,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, ftmp0, ftmp1, scatter_reflect );
layers[2].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[2].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp7, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[2].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp7, lightDir, lightDiffuse );
#endif
}
@@ -170,9 +170,9 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[2].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp7, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, coat_roughness, coat_roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, coat_roughness );
- layers[1].layer += tmpShadowTerm * sampleGlossyAniso( layers[1].tanFrame, viewDir, ftmp0, ftmp1 );
+ layers[1].layer += tmpShadowTerm * sampleGlossy( layers[1].tanFrame, viewDir, ftmp0 );
layers[2].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[2].layer += tmpShadowTerm * sampleDiffuse( layers[2].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/carpaint_blue_standard.shader b/Studio/Content/Material Library/carpaint_blue_standard.shader
index b28a814..87f5642 100644
--- a/Studio/Content/Material Library/carpaint_blue_standard.shader
+++ b/Studio/Content/Material Library/carpaint_blue_standard.shader
@@ -110,7 +110,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
#if QT3DS_ENABLE_CG_LIGHTING
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.000000, 0.000000, scatter_reflect );
- layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 ) );
+ layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, diffuseReflectionBSDF( normal, lightDir, lightDiffuse ) );
layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.200000, 0.200000, scatter_reflect );
#endif
@@ -136,10 +136,10 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * microfacetSampledBSDF( layers[1].tanFrame, viewDir, 0.200000, 0.200000, scatter_reflect );
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, 0.000000, 0.000000 );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, 0.000000 );
layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, sampleDiffuse( layers[1].tanFrame ) * aoFactor );
- layers[1].layer += tmpShadowTerm * sampleGlossyAniso( layers[1].tanFrame, viewDir, 0.200000, 0.200000 );
+ layers[1].layer += tmpShadowTerm * sampleGlossy( layers[1].tanFrame, viewDir, 0.200000 );
#endif
}
diff --git a/Studio/Content/Material Library/carpaint_color_peel_2_layer.shader b/Studio/Content/Material Library/carpaint_color_peel_2_layer.shader
index c435306..7bc5818 100644
--- a/Studio/Content/Material Library/carpaint_color_peel_2_layer.shader
+++ b/Studio/Content/Material Library/carpaint_color_peel_2_layer.shader
@@ -122,7 +122,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, flake_roughness, flake_roughness, scatter_reflect );
- layers[2].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[2].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, lightDiffuse );
layers[2].layer += tmpShadowTerm * microfacetBSDF( layers[2].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.300000, 0.300000, scatter_reflect );
#endif
@@ -152,12 +152,12 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[2].layer += tmpShadowTerm * microfacetSampledBSDF( layers[2].tanFrame, viewDir, 0.300000, 0.300000, scatter_reflect );
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, coat_roughness, coat_roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, coat_roughness );
- layers[1].layer += tmpShadowTerm * sampleGlossyAniso( layers[1].tanFrame, viewDir, flake_roughness, flake_roughness );
+ layers[1].layer += tmpShadowTerm * sampleGlossy( layers[1].tanFrame, viewDir, flake_roughness );
layers[2].base += tmpShadowTerm * sampleDiffuse( layers[2].tanFrame ) * aoFactor;
- layers[2].layer += tmpShadowTerm * sampleGlossyAniso( layers[2].tanFrame, viewDir, 0.300000, 0.300000 );
+ layers[2].layer += tmpShadowTerm * sampleGlossy( layers[2].tanFrame, viewDir, 0.300000 );
#endif
}
diff --git a/Studio/Content/Material Library/carpaint_yellow_standard.shader b/Studio/Content/Material Library/carpaint_yellow_standard.shader
index 7e79511..e6e6232 100644
--- a/Studio/Content/Material Library/carpaint_yellow_standard.shader
+++ b/Studio/Content/Material Library/carpaint_yellow_standard.shader
@@ -110,7 +110,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
#if QT3DS_ENABLE_CG_LIGHTING
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.000000, 0.000000, scatter_reflect );
- layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 ) );
+ layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, diffuseReflectionBSDF( normal, lightDir, lightDiffuse ) );
layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.200000, 0.200000, scatter_reflect );
#endif
@@ -136,10 +136,10 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * microfacetSampledBSDF( layers[1].tanFrame, viewDir, 0.200000, 0.200000, scatter_reflect );
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, 0.000000, 0.000000 );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, 0.000000 );
layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, sampleDiffuse( layers[1].tanFrame ) * aoFactor );
- layers[1].layer += tmpShadowTerm * sampleGlossyAniso( layers[1].tanFrame, viewDir, 0.200000, 0.200000 );
+ layers[1].layer += tmpShadowTerm * sampleGlossy( layers[1].tanFrame, viewDir, 0.200000 );
#endif
}
diff --git a/Studio/Content/Material Library/concrete.shader b/Studio/Content/Material Library/concrete.shader
index 1bcdadc..cabf1d2 100644
--- a/Studio/Content/Material Library/concrete.shader
+++ b/Studio/Content/Material Library/concrete.shader
@@ -114,7 +114,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, lightDir, lightDiffuse );
#endif
}
@@ -139,7 +139,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp6, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/copper.shader b/Studio/Content/Material Library/copper.shader
index cf9e1ad..24d7d32 100644
--- a/Studio/Content/Material Library/copper.shader
+++ b/Studio/Content/Material Library/copper.shader
@@ -93,7 +93,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
#else
layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
#endif
}
diff --git a/Studio/Content/Material Library/leather_smoothed_black.shader b/Studio/Content/Material Library/leather_smoothed_black.shader
index 8d45669..05036e4 100644
--- a/Studio/Content/Material Library/leather_smoothed_black.shader
+++ b/Studio/Content/Material Library/leather_smoothed_black.shader
@@ -115,7 +115,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, lightDiffuse );
#endif
}
@@ -140,7 +140,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp5, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/mesh_fence.shader b/Studio/Content/Material Library/mesh_fence.shader
index df5d817..3ed0943 100644
--- a/Studio/Content/Material Library/mesh_fence.shader
+++ b/Studio/Content/Material Library/mesh_fence.shader
@@ -115,7 +115,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, lightDiffuse );
#endif
}
@@ -140,7 +140,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp5, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/metal_mesh_fine.shader b/Studio/Content/Material Library/metal_mesh_fine.shader
index f4e2d9f..21441f0 100644
--- a/Studio/Content/Material Library/metal_mesh_fine.shader
+++ b/Studio/Content/Material Library/metal_mesh_fine.shader
@@ -114,7 +114,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, lightDir, lightDiffuse );
#endif
}
@@ -139,7 +139,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp6, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/paper_artistic.shader b/Studio/Content/Material Library/paper_artistic.shader
index 6c7b075..38c1548 100644
--- a/Studio/Content/Material Library/paper_artistic.shader
+++ b/Studio/Content/Material Library/paper_artistic.shader
@@ -126,7 +126,7 @@ vec3 computeFrontMaterialEmissive()
void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
{
#if QT3DS_ENABLE_CG_LIGHTING
- layers[0].base += tmpShadowTerm * normalizedMix( bsdf_component[2]( bsdf_component(transmission_weight, diffuseTransmissionBSDF( -normal, lightDir, viewDir, lightDiffuse, vec4( ftmp0, 1.0), uTranslucentFalloff, uDiffuseLightWrap )) ,bsdf_component(reflection_weight, diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 )) ) );
+ layers[0].base += tmpShadowTerm * normalizedMix( bsdf_component[2]( bsdf_component(transmission_weight, diffuseTransmissionBSDF( -normal, lightDir, viewDir, lightDiffuse, vec4( ftmp0, 1.0), uTranslucentFalloff, uDiffuseLightWrap )) ,bsdf_component(reflection_weight, diffuseReflectionBSDF( normal, lightDir, lightDiffuse )) ) );
#endif
}
diff --git a/Studio/Content/Material Library/paper_office.shader b/Studio/Content/Material Library/paper_office.shader
index 6f183a5..5be6c7e 100644
--- a/Studio/Content/Material Library/paper_office.shader
+++ b/Studio/Content/Material Library/paper_office.shader
@@ -125,7 +125,7 @@ vec3 computeFrontMaterialEmissive()
void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
{
#if QT3DS_ENABLE_CG_LIGHTING
- layers[0].base += tmpShadowTerm * normalizedMix( bsdf_component[2]( bsdf_component(transmission_weight, diffuseTransmissionBSDF( -normal, lightDir, viewDir, lightDiffuse, vec4( ftmp0, 1.0), uTranslucentFalloff, uDiffuseLightWrap )) ,bsdf_component(reflection_weight, diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 )) ) );
+ layers[0].base += tmpShadowTerm * normalizedMix( bsdf_component[2]( bsdf_component(transmission_weight, diffuseTransmissionBSDF( -normal, lightDir, viewDir, lightDiffuse, vec4( ftmp0, 1.0), uTranslucentFalloff, uDiffuseLightWrap )) ,bsdf_component(reflection_weight, diffuseReflectionBSDF( normal, lightDir, lightDiffuse )) ) );
#endif
}
diff --git a/Studio/Content/Material Library/plastic_structured_red.shader b/Studio/Content/Material Library/plastic_structured_red.shader
index 1e6b798..2aab2c4 100644
--- a/Studio/Content/Material Library/plastic_structured_red.shader
+++ b/Studio/Content/Material Library/plastic_structured_red.shader
@@ -96,7 +96,7 @@ vec3 computeFrontMaterialEmissive()
void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
{
#if QT3DS_ENABLE_CG_LIGHTING
- layers[0].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[0].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, lightDiffuse);
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
#endif
@@ -119,7 +119,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
#else
layers[0].base += tmpShadowTerm * sampleDiffuse( layers[0].tanFrame ) * aoFactor;
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
#endif
}
diff --git a/Studio/Content/Material Library/plastic_structured_red_emissive.shader b/Studio/Content/Material Library/plastic_structured_red_emissive.shader
index f85719e..28708b5 100644
--- a/Studio/Content/Material Library/plastic_structured_red_emissive.shader
+++ b/Studio/Content/Material Library/plastic_structured_red_emissive.shader
@@ -120,7 +120,7 @@ vec3 computeFrontMaterialEmissive()
void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
{
#if QT3DS_ENABLE_CG_LIGHTING
- layers[0].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[0].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, lightDiffuse );
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
#endif
@@ -143,7 +143,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
#else
layers[0].base += tmpShadowTerm * sampleDiffuse( layers[0].tanFrame ) * aoFactor;
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
#endif
}
diff --git a/Studio/Content/Material Library/porcelain.shader b/Studio/Content/Material Library/porcelain.shader
index 8b5978e..2f97720 100644
--- a/Studio/Content/Material Library/porcelain.shader
+++ b/Studio/Content/Material Library/porcelain.shader
@@ -73,7 +73,7 @@ vec3 computeFrontMaterialEmissive()
void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
{
#if QT3DS_ENABLE_CG_LIGHTING
- layers[0].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[0].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, lightDiffuse );
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
#endif
@@ -96,7 +96,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
#else
layers[0].base += tmpShadowTerm * sampleDiffuse( layers[0].tanFrame ) * aoFactor;
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
#endif
}
diff --git a/Studio/Content/Material Library/powder_coat.shader b/Studio/Content/Material Library/powder_coat.shader
index c26fa04..3456639 100644
--- a/Studio/Content/Material Library/powder_coat.shader
+++ b/Studio/Content/Material Library/powder_coat.shader
@@ -103,7 +103,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, lightDiffuse );
#endif
}
@@ -128,7 +128,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/powder_coat_emissive.shader b/Studio/Content/Material Library/powder_coat_emissive.shader
index 4056079..88ccb6f 100644
--- a/Studio/Content/Material Library/powder_coat_emissive.shader
+++ b/Studio/Content/Material Library/powder_coat_emissive.shader
@@ -119,7 +119,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, lightDiffuse );
#endif
}
@@ -144,7 +144,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/rubber_studded_black.shader b/Studio/Content/Material Library/rubber_studded_black.shader
index a2af7d0..e98c5f9 100644
--- a/Studio/Content/Material Library/rubber_studded_black.shader
+++ b/Studio/Content/Material Library/rubber_studded_black.shader
@@ -101,7 +101,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp4, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp4, lightDir, lightDiffuse );
#endif
}
@@ -126,7 +126,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp4, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/rubber_studded_emissive.shader b/Studio/Content/Material Library/rubber_studded_emissive.shader
index de45c93..c031554 100644
--- a/Studio/Content/Material Library/rubber_studded_emissive.shader
+++ b/Studio/Content/Material Library/rubber_studded_emissive.shader
@@ -118,7 +118,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, lightDiffuse );
#endif
}
@@ -143,7 +143,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp5, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
diff --git a/Studio/Content/Material Library/simple_glass.shader b/Studio/Content/Material Library/simple_glass.shader
index 09aa2c9..5da99ed 100644
--- a/Studio/Content/Material Library/simple_glass.shader
+++ b/Studio/Content/Material Library/simple_glass.shader
@@ -95,7 +95,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[0].base += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, 0.000000, 0.000000, scatter_reflect_transmit );
#else
- layers[0].base += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, 0.000000, 0.000000 );
+ layers[0].base += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, 0.000000 );
#endif
}
diff --git a/Studio/Content/Material Library/steel_milled_concentric.shader b/Studio/Content/Material Library/steel_milled_concentric.shader
index 3cf9585..9e73f5e 100644
--- a/Studio/Content/Material Library/steel_milled_concentric.shader
+++ b/Studio/Content/Material Library/steel_milled_concentric.shader
@@ -121,7 +121,7 @@ vec3 computeFrontMaterialEmissive()
void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
{
#if QT3DS_ENABLE_CG_LIGHTING
- layers[0].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[0].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, lightDiffuse );
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, ftmp0, ftmp1, scatter_reflect );
#endif
@@ -144,7 +144,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
#else
layers[0].base += tmpShadowTerm * sampleDiffuse( layers[0].tanFrame ) * aoFactor;
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, ftmp0, ftmp1 );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, ftmp0 );
#endif
}
diff --git a/Studio/Content/Material Library/thin_glass_frosted.shader b/Studio/Content/Material Library/thin_glass_frosted.shader
index b66c4cd..cd140b7 100644
--- a/Studio/Content/Material Library/thin_glass_frosted.shader
+++ b/Studio/Content/Material Library/thin_glass_frosted.shader
@@ -152,7 +152,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[0].base += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, roughness, roughness, scatter_reflect_transmit );
#else
- layers[0].base += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].base += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
#endif
}
diff --git a/Studio/Content/Material Library/thin_glass_frosted_sp.shader b/Studio/Content/Material Library/thin_glass_frosted_sp.shader
index 6619ec2..38dbac2 100644
--- a/Studio/Content/Material Library/thin_glass_frosted_sp.shader
+++ b/Studio/Content/Material Library/thin_glass_frosted_sp.shader
@@ -135,7 +135,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[0].base += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, roughness, roughness, scatter_reflect_transmit );
#else
- layers[0].base += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].base += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
#endif
}
diff --git a/Studio/Content/Material Library/thin_glass_refractive.shader b/Studio/Content/Material Library/thin_glass_refractive.shader
index 16cf172..289b634 100644
--- a/Studio/Content/Material Library/thin_glass_refractive.shader
+++ b/Studio/Content/Material Library/thin_glass_refractive.shader
@@ -97,7 +97,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[0].base += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, roughness, roughness, scatter_reflect_transmit );
#else
- layers[0].base += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].base += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
#endif
}
diff --git a/Studio/Content/Material Library/walnut_matte.shader b/Studio/Content/Material Library/walnut_matte.shader
index 4541241..5b1c48b 100644
--- a/Studio/Content/Material Library/walnut_matte.shader
+++ b/Studio/Content/Material Library/walnut_matte.shader
@@ -115,7 +115,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, lightDir, lightDiffuse );
#endif
}
@@ -140,7 +140,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp5, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;