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authorJuan Linietsky <reduzio@gmail.com>2017-12-26 12:46:48 -0300
committerGitHub <noreply@github.com>2017-12-26 12:46:48 -0300
commitb411029e31c7bb290aa2d99cb66b4285ba65780f (patch)
tree5121ee9855d7d7cdffc506b2dfe0ad77cb2c83e9 /drivers/gles3
parentc1153f5041f896536957b851329b5adaa1de6dc4 (diff)
parent6c25eabbc5b80c55dea5e3b848cb770c501c0680 (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.glsl2
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;
}