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author | Juan Linietsky <reduzio@gmail.com> | 2017-12-26 12:46:48 -0300 |
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committer | GitHub <noreply@github.com> | 2017-12-26 12:46:48 -0300 |
commit | b411029e31c7bb290aa2d99cb66b4285ba65780f (patch) | |
tree | 5121ee9855d7d7cdffc506b2dfe0ad77cb2c83e9 /drivers/gles3 | |
parent | c1153f5041f896536957b851329b5adaa1de6dc4 (diff) | |
parent | 6c25eabbc5b80c55dea5e3b848cb770c501c0680 (diff) |
Merge pull request #14796 from AlmightyScientist/issue-14552
Shader Language: Fix Vertex Lighting artifacts.
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 9f3f9ced02..6427e3d967 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -174,7 +174,7 @@ void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, ino vec3 H = normalize(V + L); float dotNH = max(dot(N,H), 0.0 ); - float intensity = pow( dotNH, (1.0-roughness) * 256.0); + float intensity = (roughness >= 1.0 ? 1.0 : pow( dotNH, (1.0-roughness) * 256.0)); specular += light_color * intensity; } |