diff options
author | Ferenc Arn <tagcup@yahoo.com> | 2017-10-22 16:18:54 -0400 |
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committer | Ferenc Arn <tagcup@yahoo.com> | 2017-10-22 16:18:54 -0400 |
commit | fd166d6fdaa9baf49e2dfc91d2e25b23aa708330 (patch) | |
tree | bddfa3e09dfce041aa2699ca535038b7028d0de7 /drivers/gles3/shaders/scene.glsl | |
parent | acaaf2e440994bf99b9dcf1ba14ab4a7aa9be854 (diff) |
Partially undo #11807.
Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309.
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 317ca91d98..bf0ebae3e3 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -169,7 +169,7 @@ void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, ino float dotNL = max(dot(N,L), 0.0 ); diffuse += dotNL * light_color / M_PI; - if (roughness < 1.0) { + if (roughness > 0.0) { vec3 H = normalize(V + L); float dotNH = max(dot(N,H), 0.0 ); @@ -1034,7 +1034,7 @@ LIGHT_SHADER_CODE } - if (roughness < 1.0) { + if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely // D |