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-rw-r--r--Studio/Content/Material Library/leather_smoothed_black.shader4
1 files changed, 2 insertions, 2 deletions
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;