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authorJuan Linietsky <reduzio@gmail.com>2017-10-02 09:09:22 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-10-02 09:09:32 -0300
commit66987d687879017affb787b4a3ffb1ef11880336 (patch)
tree4862ed0b7515207a3fde7f842bd2acf1f4d6ac96 /drivers/gles3
parentcf17b081f1699cd714d2a1dc02b61cd6f002bce7 (diff)
missing PI division on vertex shader
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/shaders/scene.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 26395da294..41d5ef5bc9 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1,5 +1,6 @@
[vertex]
+#define M_PI 3.14159265359
/*
from VisualServer:
@@ -166,7 +167,7 @@ out vec4 specular_light_interp;
void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color,float roughness,inout vec3 diffuse, inout vec3 specular) {
float dotNL = max(dot(N,L), 0.0 );
- diffuse += dotNL * light_color;
+ diffuse += dotNL * light_color / M_PI;
if (roughness > 0.0) {