diff --git a/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js index d47ef7d543dc36..d1a5848a0d2212 100644 --- a/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js @@ -6,6 +6,10 @@ export default /* glsl */` reflectedLight.indirectDiffuse *= ambientOcclusion; + #if defined( USE_CLEARCOAT ) + clearcoatSpecularIndirect *= ambientOcclusion; + #endif + #if defined( USE_SHEEN ) sheenSpecularIndirect *= ambientOcclusion; #endif diff --git a/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js index d2398e98b217a5..ee47aa521ec973 100644 --- a/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js @@ -49,8 +49,8 @@ struct PhysicalMaterial { }; // temporary -vec3 clearcoatSpecular = vec3( 0.0 ); - +vec3 clearcoatSpecularDirect = vec3( 0.0 ); +vec3 clearcoatSpecularIndirect = vec3( 0.0 ); vec3 sheenSpecularDirect = vec3( 0.0 ); vec3 sheenSpecularIndirect = vec3(0.0 ); @@ -487,7 +487,7 @@ void RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geome vec3 ccIrradiance = dotNLcc * directLight.color; - clearcoatSpecular += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material ); + clearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material ); #endif @@ -512,7 +512,7 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradia #ifdef USE_CLEARCOAT - clearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness ); + clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness ); #endif diff --git a/src/renderers/shaders/ShaderLib/meshphysical.glsl.js b/src/renderers/shaders/ShaderLib/meshphysical.glsl.js index 6d31fcff80c8da..6c9a61d7886e62 100644 --- a/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +++ b/src/renderers/shaders/ShaderLib/meshphysical.glsl.js @@ -207,7 +207,7 @@ void main() { vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc ); - outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat; + outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat; #endif