summaryrefslogtreecommitdiff
path: root/drivers/gles3
diff options
context:
space:
mode:
authorJuan Linietsky <reduzio@gmail.com>2017-09-05 17:30:11 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-09-05 17:31:09 -0300
commite192c1a7d3414129fb9e41d91bc7bbbe66e58f14 (patch)
tree6c99fe66acd21469992b7b5e78cd3e51a5fe6522 /drivers/gles3
parent3dfeb0d97b01a3f1c77001bb29eb9fcf8fa77e4b (diff)
Fix directional vertex shaded light which was using normal instead of light color, closes #10608
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 c699f1fe8c..977cee5fcb 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -484,7 +484,7 @@ VERTEX_SHADER_CODE
vec3 directional_diffuse = vec3(0.0);
vec3 directional_specular = vec3(0.0);
- light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),normal_interp,roughness,directional_diffuse,directional_specular);
+ light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),light_color_energy.rgb,roughness,directional_diffuse,directional_specular);
float diff_avg = dot(diffuse_light_interp.rgb,vec3(0.33333));
float diff_dir_avg = dot(directional_diffuse,vec3(0.33333));