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author | Rémi Verschelde <rverschelde@gmail.com> | 2018-10-23 13:54:30 +0200 |
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committer | GitHub <noreply@github.com> | 2018-10-23 13:54:30 +0200 |
commit | ee858d0d85123de004c85131914e1f421e7f06ab (patch) | |
tree | a6b6bf24adf2b7caa2dbe56a8f943b71cbe2a73f | |
parent | 841d62c2c91daeccc369fc2f0ebc9ad70dc0c8eb (diff) | |
parent | f39d14dd61b56b86455d11e71ef81b89cc048926 (diff) |
Merge pull request #23238 from dlasalle/specular_fog
Fix gles3 shader to actually multiply specular light by rev_amount for fog calculations.
-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 8388b15edb..91ab34f775 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -2053,7 +2053,7 @@ FRAGMENT_SHADER_CODE emission = emission * rev_amount + fog_color * fog_amount; ambient_light *= rev_amount; - specular_light *rev_amount; + specular_light *= rev_amount; diffuse_light *= rev_amount; } |