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authorJuan Linietsky <reduzio@gmail.com>2017-10-01 12:18:40 -0300
committerGitHub <noreply@github.com>2017-10-01 12:18:40 -0300
commit99a464ceb4da8558e35d933a30dbaba8025860d8 (patch)
treef13613f90545f237ce400c2603f509b70ee32ad1 /drivers/gles3/shaders/scene.glsl
parent6c15c23889772ce4986765e801be3f216ed50a11 (diff)
parent33c600fedc7417b2c9d2919332c236c7c5a58609 (diff)
Merge pull request #11694 from tagcup/lambert_normalization
Ensure that Lambert is energy conserving.
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 97bf9f89d7..4d32d5ec13 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -932,7 +932,7 @@ LIGHT_SHADER_CODE
vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
float B = 0.45 * sigma2 / (sigma2 + 0.09);
- light_amount = diffuse_color * dotNL * (A + vec3(B) * s / t) / M_PI;
+ light_amount = dotNL * (A + vec3(B) * s / t) / M_PI;
}
#elif defined(DIFFUSE_TOON)
@@ -965,7 +965,7 @@ LIGHT_SHADER_CODE
}
#else
//lambert
- light_amount = dotNL;
+ light_amount = dotNL / M_PI;
#endif
#if defined(TRANSMISSION_USED)