Closed JacquesDiringer closed 7 years ago
Are you targetting a specific shader for this issue or any which blend diffuse and specular contribution ?
I was actually targeting my EnvmapLight shader that uses the precomputed 3D envmaps (blurred several times according to a roughness defined by the Cook-Torrance model). The shader mixes diffuse and specular by only looking at the specular, which seems wrong.
This can easily be done by also taking the diffuse value into account (with the RGB converted to luminance) rather than only the specular one.