diff options
author | Enzo Nocera <32960642+AlmightyScientist@users.noreply.github.com> | 2017-12-18 09:12:11 +0100 |
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committer | Enzo Nocera <32960642+AlmightyScientist@users.noreply.github.com> | 2017-12-18 09:15:28 +0100 |
commit | 6c25eabbc5b80c55dea5e3b848cb770c501c0680 (patch) | |
tree | e223d5f779aa414b446708b5c60a584eaae6af4f | |
parent | abf20709aff09495ef0fb0effcf488c0457c198c (diff) |
Shader Language: Fix Vertex Lighting artifacts.
- When using Direction Lighting along with Vertex Lighting,
putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear.
(#14552)
Fixes #14552.
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 9bc2bc079d..f71a2690f6 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -174,7 +174,7 @@ void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, ino vec3 H = normalize(V + L); float dotNH = max(dot(N,H), 0.0 ); - float intensity = pow( dotNH, (1.0-roughness) * 256.0); + float intensity = (roughness >= 1.0 ? 1.0 : pow( dotNH, (1.0-roughness) * 256.0)); specular += light_color * intensity; } |