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style: 🎨 apply clang-format changes
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doodlum authored and github-actions[bot] committed Nov 21, 2024
1 parent f6f2485 commit bf08521
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Showing 2 changed files with 7 additions and 8 deletions.
12 changes: 6 additions & 6 deletions package/Shaders/Common/PBR.hlsli
Original file line number Diff line number Diff line change
Expand Up @@ -400,9 +400,9 @@ namespace PBR
{
float3 color = 0;

color += GetHairDiffuseColorMarschner(N, V, L, NdotL, NdotV, VdotL, backlit, area, surfaceProperties);
color += GetHairDiffuseColorMarschner(N, V, L, NdotL, NdotV, VdotL, backlit, area, surfaceProperties);
color += GetHairDiffuseAttenuationKajiyaKay(N, V, L, NdotL, NdotV, shadow, surfaceProperties);

return color;
}

Expand Down Expand Up @@ -454,8 +454,8 @@ namespace PBR
#if !defined(LANDSCAPE) && !defined(LODLANDSCAPE)
[branch] if ((PBRFlags & Flags::Fuzz) != 0)
{
float3 fuzzSpecular = GetSpecularDirectLightMultiplierMicroflakes(surfaceProperties.Roughness, surfaceProperties.FuzzColor, satNdotL, satNdotV, satNdotH, satVdotH) * lightProperties.LinearLightColor * satNdotL;
fuzzSpecular *= 1 + surfaceProperties.FuzzColor * (1 / (specularBRDF.x + specularBRDF.y) - 1);
float3 fuzzSpecular = GetSpecularDirectLightMultiplierMicroflakes(surfaceProperties.Roughness, surfaceProperties.FuzzColor, satNdotL, satNdotV, satNdotH, satVdotH) * lightProperties.LinearLightColor * satNdotL;
fuzzSpecular *= 1 + surfaceProperties.FuzzColor * (1 / (specularBRDF.x + specularBRDF.y) - 1);

specular = lerp(specular, fuzzSpecular, surfaceProperties.FuzzWeight);
}
Expand Down Expand Up @@ -556,9 +556,9 @@ namespace PBR
[branch] if ((PBRFlags & Flags::TwoLayer) != 0)
{
float2 coatSpecularBRDF = GetEnvBRDFApproxLazarov(surfaceProperties.CoatRoughness, NdotV);
float3 coatSpecularLobeWeight = surfaceProperties.CoatF0 * coatSpecularBRDF.x + coatSpecularBRDF.y;
float3 coatSpecularLobeWeight = surfaceProperties.CoatF0 * coatSpecularBRDF.x + coatSpecularBRDF.y;
coatSpecularLobeWeight *= 1 + surfaceProperties.CoatF0 * (1 / (coatSpecularBRDF.x + coatSpecularBRDF.y) - 1);

float3 coatF = GetFresnelFactorSchlick(surfaceProperties.CoatF0, NdotV);

float3 layerAttenuation = 1 - coatF * surfaceProperties.CoatStrength;
Expand Down
3 changes: 1 addition & 2 deletions src/FeatureBuffer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -35,6 +35,5 @@ std::pair<unsigned char*, size_t> GetFeatureBufferData()
TerrainShadows::GetSingleton()->GetCommonBufferData(),
LightLimitFix::GetSingleton()->GetCommonBufferData(),
WetnessEffects::GetSingleton()->GetCommonBufferData(),
Skylighting::GetSingleton()->GetCommonBufferData()
);
Skylighting::GetSingleton()->GetCommonBufferData());
}

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