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PBR Renderer: fixed typo in "glossiness"
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4 files changed

+6
-6
lines changed

4 files changed

+6
-6
lines changed

PBR/src/PBR_Renderer.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1360,7 +1360,7 @@ ShaderMacroHelper PBR_Renderer::DefineMacros(const PSOKey& Key) const
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}
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Macros.Add("PBR_WORKFLOW_METALLIC_ROUGHNESS", static_cast<int>(PBR_WORKFLOW_METALL_ROUGH));
1363-
Macros.Add("PBR_WORKFLOW_SPECULAR_GLOSINESS", static_cast<int>(PBR_WORKFLOW_SPEC_GLOSS));
1363+
Macros.Add("PBR_WORKFLOW_SPECULAR_GLOSSINESS", static_cast<int>(PBR_WORKFLOW_SPEC_GLOSS));
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Macros.Add("PBR_WORKFLOW_UNLIT", static_cast<int>(PBR_WORKFLOW_UNLIT));
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Macros.Add("PBR_ALPHA_MODE_OPAQUE", static_cast<int>(ALPHA_MODE_OPAQUE));

Shaders/PBR/private/RenderPBR.psh

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -148,7 +148,7 @@ BaseLayerShadingInfo ReadBaseLayerProperties(in VSOutput VSOut,
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float4 PhysicalDesc = GetPhysicalDesc(VSOut, Material, g_Frame.Renderer.MipBias);
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150150
PBRMaterialBasicAttribs BasicAttribs = Material.Basic;
151-
if (BasicAttribs.Workflow == PBR_WORKFLOW_SPECULAR_GLOSINESS)
151+
if (BasicAttribs.Workflow == PBR_WORKFLOW_SPECULAR_GLOSSINESS)
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{
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// Note that physical desc texture is always in linear space.
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// Since specular/glossiness workflow expects it to be in sRGB space, we always

Shaders/PBR/public/PBR_Shading.fxh

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -368,7 +368,7 @@ float3 GetSpecularIBL_Charlie(in float3 SheenColor,
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/// Calculates surface reflectance info
370370

371-
/// \param [in] Workflow - PBR workflow (PBR_WORKFLOW_SPECULAR_GLOSINESS or PBR_WORKFLOW_METALLIC_ROUGHNESS).
371+
/// \param [in] Workflow - PBR workflow (PBR_WORKFLOW_SPECULAR_GLOSSINESS or PBR_WORKFLOW_METALLIC_ROUGHNESS).
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/// \param [in] BaseColor - Material base color.
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/// \param [in] PhysicalDesc - Physical material description. For Metallic-roughness workflow,
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/// 'g' channel stores roughness, 'b' channel stores metallic.
@@ -387,7 +387,7 @@ SurfaceReflectanceInfo GetSurfaceReflectance(int Workflow,
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// Metallic and Roughness material properties are packed together
388388
// In glTF, these factors can be specified by fixed scalar values
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// or from a metallic-roughness map
390-
if (Workflow == PBR_WORKFLOW_SPECULAR_GLOSINESS)
390+
if (Workflow == PBR_WORKFLOW_SPECULAR_GLOSSINESS)
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{
392392
SrfInfo.PerceptualRoughness = 1.0 - PhysicalDesc.a; // glossiness to roughness
393393
f0 = PhysicalDesc.rgb;

Shaders/PBR/public/PBR_Structures.fxh

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -26,8 +26,8 @@
2626
# define PBR_WORKFLOW_METALLIC_ROUGHNESS 0
2727
#endif
2828

29-
#ifndef PBR_WORKFLOW_SPECULAR_GLOSINESS
30-
# define PBR_WORKFLOW_SPECULAR_GLOSINESS 1
29+
#ifndef PBR_WORKFLOW_SPECULAR_GLOSSINESS
30+
# define PBR_WORKFLOW_SPECULAR_GLOSSINESS 1
3131
#endif
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