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-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index edbe1031b7..8cb56fbc83 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -903,6 +903,7 @@ void main() {
if (scene_data.use_reflection_cubemap) {
vec3 ref_vec = reflect(-view, normal);
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -915,7 +916,6 @@ void main() {
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
- float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 518b0a6c7f..c3c4139450 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -868,6 +868,7 @@ void main() {
if (scene_data.use_reflection_cubemap) {
vec3 ref_vec = reflect(-view, normal);
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -880,7 +881,6 @@ void main() {
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
- float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}