Removed some unused code

This commit is contained in:
Magnus Norddahl 2024-10-03 02:59:27 +02:00
commit 3e0fbff0cc

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@ -169,25 +169,16 @@ vec3 ProcessMaterialLight(Material material, vec3 ambientLight)
// Treat the ambient sector light as if it is a light source next to the wall
{
vec3 NN = N;
vec3 VV = V;
vec3 LL = N;
vec3 HH = normalize(VV + LL);
vec3 radiance = ambientLight.rgb * 2.5;
vec3 radiance = ambientLight.rgb * 2.25;
// cook-torrance brdf
float NDF = DistributionGGX(NN, HH, roughness);
float G = GeometrySmith(NN, VV, LL, roughness);
vec3 F = fresnelSchlick(clamp(dot(HH, VV), 0.0, 1.0), F0);
vec3 kS = F;
vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
vec3 nominator = NDF * G * F;
float denominator = 4.0 * clamp(dot(NN, VV), 0.0, 1.0) * clamp(dot(NN, LL), 0.0, 1.0);
vec3 specular = nominator / max(denominator, 0.001);
specular = metallic * albedo * 0.40;
vec3 specular = metallic * albedo * 0.40;
Lo += (kD * albedo / PI + specular) * radiance;
}