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Description
#17379 exposed a problem with the current orthographic behavior of light. However it was quickly dismissed as a help question, but I don't think this is the case.
It was thought to be a problem with physical and standard models, but I believe the real issue at hand is the incorrect calculation of the view direction for orthographic cameras.
Currently the view direction is being calculated as follows vViewPosition = - mvPosition.xyz;
However this is not a correct model for an orthographic view. This is supposed to be fixed as the camera direction, disregarding the object position.
This is causing multiple unexpected behaviours. Given a fixed orthographic camera and a scene being lit by a directional light, the specular light component shouldn't move if the object moves. This is not what's happening on Dev - dev example
From the image, you can see the fresnel component is being incorrectly placed on the object. As previously noted, the specular component is also incorrectly moving when it shouldn't be.
In order to fix this behavior, I just replaced the vViewPosition calculation for every shading model with the following:
vViewPosition = isPerspectiveMatrix( projectionMatrix ) ? - mvPosition.xyz : vec3( 0, 0, 1 );
This is the example of what should be actually happening - fix example
Would appreciate if other contributors, that are more familiar with orthographic projection, could confirm this is indeed the correct way of handling the issue at hand.

