Commit: 9b66a320bf06b8279215bd6cf1f6daac3b4dfe8c
Author: Clément Foucault
Date:   Fri Jun 30 16:26:33 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB9b66a320bf06b8279215bd6cf1f6daac3b4dfe8c

Eevee: Fix luma calculation for lamp fresnel.

===================================================================

M       source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl

===================================================================

diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl 
b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 0351fa4a861..40dc6d4e6f7 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -257,7 +257,7 @@ vec3 F_schlick(vec3 f0, float cos_theta)
 
        /* Unreal specular matching : if specular color is below 2% intensity,
         * (using green channel for intensity) treat as shadowning */
-       return saturate(50.0 * f0.g) * fac + (1.0 - fac) * f0;
+       return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * fac + (1.0 - 
fac) * f0;
 }
 
 /* Fresnel approximation for LTC area lights (not MRP) */

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