@@ -206,7 +206,7 @@ const float EPS = 1e-4;
206206
207207/* **********************************************************************/
208208// PBR constants
209- const float MIN_ROUGHNESS = 0.04 ;
209+ const float MIN_ROUGHNESS = 0.22 ;
210210const float DEFAULT_F0 = 0.04 ;
211211
212212/* **********************************************************************/
@@ -1047,34 +1047,7 @@ void main(void){
10471047 vec3 kD = 1.0 - F;
10481048 kD *= 1.0 - metalness;
10491049
1050- // /
1051- #if (USE_ENVIRONMENT_DIFFUSE == 1 ) || (USE_ENVIRONMENT_SPECULAR == 1 )
1052- #if (RENDERING_MODE == 0 )
1053- // TextureEnvBlured(N, Rv, iblDiffuse, iblSpecular); //needed for Intel GPU
1054- #endif
1055- #endif
1056- // /
1057-
1058- #if (USE_ENVIRONMENT_DIFFUSE == 1 )
1059- {
1060- #if 0
1061- vec3 iblDiffuseYCbCr = RGB2YCBCR * iblDiffuse;
1062- float sunAmbientLuma = dot (LUMA, sunAmbientModel.rgb);
1063-
1064- vec2 sunAmbientLumaLeeway = vec2 (pbrParams[5 ]);
1065-
1066- iblDiffuseYCbCr.x = smoothclamp(iblDiffuseYCbCr.x,
1067- (1.0 - sunAmbientLumaLeeway.x) * sunAmbientLuma,
1068- (1.0 + sunAmbientLumaLeeway.y) * sunAmbientLuma);
1069-
1070- iblDiffuse = YCBCR2RGB * iblDiffuseYCbCr;
1071- #else
1072- iblDiffuse = mix (sunAmbientModel.rgb, iblDiffuse, pbrParams[5 ]);
1073- #endif
1074- }
1075- #else
1076- iblDiffuse = sunAmbientModel.rgb;
1077- #endif
1050+ iblDiffuse = sunAmbientModel.rgb;
10781051
10791052 // vec4 debugColor = vec4(albedoColor.rgb ,1.0);
10801053 vec3 diffuse = iblDiffuse * albedoColor * aoterm_fogFactor_selfIllumMod_healthFraction.x;
@@ -1087,10 +1060,6 @@ void main(void){
10871060 vec3 reflectionColor = vec3 (0.0 );
10881061 #endif
10891062
1090- #if (USE_ENVIRONMENT_SPECULAR == 1 )
1091- reflectionColor = mix (reflectionColor, iblSpecular, roughness);
1092- #endif
1093-
10941063 // vec3 specular = reflectionColor * (F * envBRDF.x + (1.0 - F) * envBRDF.y);
10951064
10961065 // specular ambient occlusion (see Filament)
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