diff --git a/data/shaders/glsl/pbrbasic/pbr.frag b/data/shaders/glsl/pbrbasic/pbr.frag index d7c72121..8896cbcb 100644 --- a/data/shaders/glsl/pbrbasic/pbr.frag +++ b/data/shaders/glsl/pbrbasic/pbr.frag @@ -83,7 +83,7 @@ vec3 BRDF(vec3 L, vec3 V, vec3 N, float metallic, float roughness) // D = Normal distribution (Distribution of the microfacets) float D = D_GGX(dotNH, roughness); // G = Geometric shadowing term (Microfacets shadowing) - float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); + float G = G_SchlicksmithGGX(dotNL, dotNV, rroughness); // F = Fresnel factor (Reflectance depending on angle of incidence) vec3 F = F_Schlick(dotNV, metallic); diff --git a/data/shaders/glsl/pbrbasic/pbr.frag.spv b/data/shaders/glsl/pbrbasic/pbr.frag.spv index 818a0bfe..657ca772 100644 Binary files a/data/shaders/glsl/pbrbasic/pbr.frag.spv and b/data/shaders/glsl/pbrbasic/pbr.frag.spv differ diff --git a/data/shaders/hlsl/pbrbasic/pbr.frag b/data/shaders/hlsl/pbrbasic/pbr.frag index 51914df3..55e89240 100644 --- a/data/shaders/hlsl/pbrbasic/pbr.frag +++ b/data/shaders/hlsl/pbrbasic/pbr.frag @@ -90,7 +90,7 @@ float3 BRDF(float3 L, float3 V, float3 N, float metallic, float roughness) // D = Normal distribution (Distribution of the microfacets) float D = D_GGX(dotNH, roughness); // G = Geometric shadowing term (Microfacets shadowing) - float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); + float G = G_SchlicksmithGGX(dotNL, dotNV, rroughness); // F = Fresnel factor (Reflectance depending on angle of incidence) float3 F = F_Schlick(dotNV, metallic); diff --git a/data/shaders/hlsl/pbrbasic/pbr.frag.spv b/data/shaders/hlsl/pbrbasic/pbr.frag.spv index e8d8b4f8..1d4f7125 100644 Binary files a/data/shaders/hlsl/pbrbasic/pbr.frag.spv and b/data/shaders/hlsl/pbrbasic/pbr.frag.spv differ