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authorRĂ©mi Verschelde <rverschelde@gmail.com>2017-10-17 09:50:26 +0200
committerGitHub <noreply@github.com>2017-10-17 09:50:26 +0200
commitfe562cc11344d3dd81c0d20386aef9c1431f0db2 (patch)
treea17ec6df98c334e51431258e5ec773b400f69f56
parent1b2e09355e890ae32fe172aad19dcda137ed636f (diff)
parent7ee7dec5a274964d9f3045a48e32c7e8fb2c79cb (diff)
Merge pull request #12169 from hi-ogawa/fix-directional-light-specular
Fix directional light specular
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 6117c91a6a..39f027a5aa 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -2569,8 +2569,8 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
ubo_data.light_direction_attenuation[3] = 1.0;
ubo_data.light_params[0] = 0;
- ubo_data.light_params[1] = li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
- ubo_data.light_params[2] = 0;
+ ubo_data.light_params[1] = 0;
+ ubo_data.light_params[2] = li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
ubo_data.light_params[3] = 0;
Color shadow_color = li->light_ptr->shadow_color.to_linear();