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40147d253d
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6e88838602
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@ -448,7 +448,7 @@ void glTF2Exporter::ExportMaterials()
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float specularIntensity = specularColor[0] * 0.2125 + specularColor[1] * 0.7154 + specularColor[2] * 0.0721;
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float roughnessFactor = 1 - std::sqrt(shininess / 1000);
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roughnessFactor = std::powf(roughnessFactor, 2);
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roughnessFactor = std::pow(roughnessFactor, 2);
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roughnessFactor = std::min(std::max(roughnessFactor, 0.0f), 1.0f);
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// low specular intensity values should produce a rough material even if shininess is high.
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