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authorDavid Sichma <sichmada@gmail.com>2018-11-24 16:06:39 +0100
committerDavid Sichma <sichmada@gmail.com>2018-11-24 16:51:32 +0100
commit1a7d1d88f8063fac8712f53ef1911fea315df758 (patch)
treea63057c06365b6ea63feae6d19a32830dce9f897 /drivers/gles2
parent8348aca118311b82f632781b19230471fae56d4a (diff)
Fixed black artifacts on SpatialMaterial [GLES2]
Diffstat (limited to 'drivers/gles2')
-rw-r--r--drivers/gles2/shaders/scene.glsl4
1 files changed, 1 insertions, 3 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index bc83b69b49..15b90a7771 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -84,8 +84,6 @@ uniform highp mat4 world_transform;
uniform highp float time;
-
-
#ifdef RENDER_DEPTH
uniform float light_bias;
uniform float light_normal_bias;
@@ -1121,7 +1119,7 @@ LIGHT_SHADER_CODE
float NdotL = dot(N, L);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 0.0);
+ float cNdotV = max(abs(NdotV), 1e-6);
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
vec3 H = normalize(V + L);