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-rw-r--r--SConstruct12
-rw-r--r--drivers/gles3/shaders/scene.glsl2
2 files changed, 12 insertions, 2 deletions
diff --git a/SConstruct b/SConstruct
index 4fd1b86f54..190ef93b9d 100644
--- a/SConstruct
+++ b/SConstruct
@@ -189,7 +189,17 @@ for k in platform_opts.keys():
opts.Add(o)
for x in module_list:
- opts.Add(BoolVariable('module_' + x + '_enabled', "Enable module '%s'" % (x, ), True))
+ module_enabled = True
+ tmppath = "./modules/" + x
+ sys.path.append(tmppath)
+ try:
+ import config
+ if (not config.is_enabled()):
+ module_enabled = False
+ except:
+ pass
+ sys.path.remove(tmppath)
+ opts.Add(BoolVariable('module_' + x + '_enabled', "Enable module '%s'" % (x, ), module_enabled))
opts.Update(env_base) # update environment
Help(opts.GenerateHelpText(env_base)) # generate help
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 507d15f678..97bf9f89d7 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -952,7 +952,7 @@ LIGHT_SHADER_CODE
float FD90 = 0.5 + 2.0 * LoH * LoH * roughness;
float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoV);
float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoL);
- light_amount = ( (1.0 / M_PI) * FdV * FdL );
+ light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL;
/*
float energyBias = mix(roughness, 0.0, 0.5);
float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);