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-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl9
1 files changed, 4 insertions, 5 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 32a86cb166..709ea45b88 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -144,12 +144,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
float metallic = unpackUnorm4x8(orms).z;
if (metallic < 1.0) {
float roughness = unpackUnorm4x8(orms).y;
-
-#if defined(DIFFUSE_OREN_NAYAR)
- vec3 diffuse_brdf_NL;
-#else
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
-#endif
#if defined(DIFFUSE_LAMBERT_WRAP)
// energy conserving lambert wrap shader
@@ -243,7 +238,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L, N));
+#ifdef USE_SOFT_SHADOWS
float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
+#else
+ float cRdotV = clamp(dot(R, V), 0.0, 1.0);
+#endif
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));