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authorJuan Linietsky <reduzio@gmail.com>2018-08-08 09:44:31 -0300
committerGitHub <noreply@github.com>2018-08-08 09:44:31 -0300
commit913a7dbd8fcaea9de183d8af9f9b2429f83131ef (patch)
tree89b65f85a22734d466ad5da3aec128ed3f7f46c0 /drivers/gles3
parent9bd5315d30be8cb162bd7fee6a7db17f65b5057d (diff)
parent31c12f05c42f4ce63f82e429a2698d675a3c0c7e (diff)
Merge pull request #20787 from Calinou/tweak-default-material-properties
Tweak the default SpatialMaterial properties
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/shaders/scene.glsl14
1 files changed, 7 insertions, 7 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 6fd85cc1dd..dee8bcbc58 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -339,7 +339,7 @@ void main() {
#endif
#endif
- float roughness=0.0;
+ float roughness = 1.0;
//defines that make writing custom shaders easier
#define projection_matrix local_projection
@@ -1608,18 +1608,18 @@ void main() {
//lay out everything, whathever is unused is optimized away anyway
highp vec3 vertex = vertex_interp;
- vec3 albedo = vec3(0.8,0.8,0.8);
+ vec3 albedo = vec3(1.0);
vec3 transmission = vec3(0.0);
float metallic = 0.0;
float specular = 0.5;
- vec3 emission = vec3(0.0,0.0,0.0);
+ vec3 emission = vec3(0.0);
float roughness = 1.0;
float rim = 0.0;
float rim_tint = 0.0;
- float clearcoat=0.0;
- float clearcoat_gloss=0.0;
- float anisotropy = 1.0;
- vec2 anisotropy_flow = vec2(1.0,0.0);
+ float clearcoat = 0.0;
+ float clearcoat_gloss = 0.0;
+ float anisotropy = 0.0;
+ vec2 anisotropy_flow = vec2(1.0, 0.0);
#if defined(ENABLE_AO)
float ao=1.0;